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IJ A PIJFFIIIIBOOK rsBN 0 l/, 036/27 7 PuftinDooks

SPELLBREAKER

Rassin Abbey has suarded its arcane treasur€s doely for @Luri6 But when the Bt"l Cnroiz is stolen, the ldd of Ruddlesroneis plmaed inro r eprc(risis. For lhe sdmt bool holdsrhe lev r; rl.tlceendarvCaiket of Shadows ud the evil lockedaway siould ll be opened,the InlemalBed5t wirl be unleashed'nsdelo wreak 'r. its foul camageacross the Old World.

On the nishl of ShekkatMoon, scantdays away, this wrll come to pass.Unle$, that is, on. blave hero can rekieve the Bla.f G/i;oif, in the ni.k of time- a herolike YOUI Afler all,you had your part to play n the books disappearance.Ruddleslone is a wild md lawle$ lad, but here and there you may dis.over hiddenallies too Will they be enou8h,thouSh, to help you win th.oush to the qd of you quest - and victory?

Two dice, a penci dd eras are all you need to enbdk on this exciting adventu€, whi.h comes cohplete with itr om elaborate combat system &d a score sheet to record your prosess. Mdy danSeBlie aheadand you. suc€ssis anythingbut .ertajn.Itt up to YOU to decidewhich.oute to follow, whi.h ddSers b nsk dd whi.h foesto 6sht Butbeware, for tihe is fastllmina outl Fishti ng FanlasyGaneboaks and r TI]E WARLOCK OF FIRETOP Steve Jackson 23 PHANTOMS OF FEAR Z THE CITADEL OF CHAOS :9 MIDNIC}II ROCUE present ] THE FORIST OF DOOM Jd CHASMS OI T4ALICE 4 STARSHIP TRA\,'ELL!R 11 BATTLEBLADEWARRIOR 5 CITY OF THIEVES ]] SLAVFS OF THE ABYSS 6 DIAII I'II,AP DUNGEON 7 ISLAND Of THE LIZARD KINC ]5 DACCERS OF DARKNESS 9 CAVERNS OF THE SNOW l{ITCH J3 VAULT OF THE VAMPIRE 11 TALISMAN OF DEATH

41 MASITR OF Cll,{OS 4 TEMPLEOF TERROR 42 BLACK VEIN PROPHECY 'IHE 'IHE 15 THE RINCS OF KEIHER 13 KEEP OF LICH LORD 44 LEGEND OF THE SFLADOW 17 APPOINTMENT WITH FEAR r3 45 SPECTML STALKERS 4 46 TOWER OF DSSTRUCI1ON 20 SWORD OF THE SAMUP\AI 47 THE CRIMSON IIDE by Green :1 46 MOONRUNNER Jonathan :2 ROBOT COMNIANDO 49 SIEGEOF SARDAIH 23 IVLASKSOf MAYHEM RETURNTO FIRETOP 24 CREATIJRE OF HAVOC 'O MOUNTAIN :' BENEATH NICIJII\'I,ARE 5' JSLANDOF THE UNDEAD CASTLE Illustratedby Alan Langfotd 26. CRI?T OF THE SORCERER steve lacLlon s soRcrRYl 1 THE SHAMUTANTI HILIS J THE SE\TN SERPENTS 2 (IIARE CITYPORT OF TRAPS 4 THE CROTM! OF KINCS

IICHTINC FANTASY The lrkodu.tory Role-playing Came THE RIDDLINC REAWR Four ltuJlng Adventms F,ahring lar*asy N@€ls THE TROLLTOOTH WAF5 ChAG INVAd* A]IAN'A DEMONSTEALER Chadda Ddlrnmc Retums S|IADOWMASTER Chadda Darkune md Dcad The Adlac€d Iightins Frntsy systen ouT oF THE PIT FrShtna Fa.rasyMonsre6 TITAN lie FrghhngFmrasy Wo d DUNCIONEER - An hkoducbon to lhe World oI Role-plrying Cans BLACKSAND M.re Advan.ed Frghting lant$y

PUFFINBOOKS PUIFIN DOOKS Pub|nlld by lh! P6su cdP CONTENTS P.,6d 3.or! uJ. :r wd€lt' r& rdr&r rr @ EBI4J Pqd lcob tBA I& r' ri&n $Er Nq Ydlg ir., Y.it usa P.ulir Dd& u4 RiuEo4 \.tuir 'o4 Phsld B@h crndr Lt4^d'rlj| 416r Ava@ T@nrio, Onhdo^e|b CIEA H,rv 'o !D Paslin B.ob (Nz) Lt4 4r-:F hrrirau Rord,Au.Urid ro New Z{l|nd Pms6t 3@k Lt/. RqftEi OICer Hmddyo't|r Mi&Ie En3l6d INTRODUCTION FntF6[i'd is 7

ADVENTURE SHEET Concal .opynsl* O Std! l!*-. ."d hn Llvlngture, 49t Tqr .oPv'tht o ,tudE c4.n, ioet 16 rll,*tu ddn+'c6efist{ @ Alf Ln3fod re An nsih |Evd BACKGROUND

Th! N'ir list of rh. trrhor h$ han rdJ 16

Prinrd ii Pthnd by crs lld sl lvd PL SPELLBREAKER F,[d In MftPfiob P:t liF

E@pr hftut Ji.t.ot,An.tr n' b.L h btd sJrid r. rh€cdjtion rh* i sh:n rcL b, {ry oI hd. 6 od!fl&, b. l!nr, Fldd hlr.d od, or oth!flh delahd without tfe publi5he,' pdor .onhr b my fffi ol lindins or @s orhd the rllii in idr I rspuHicr€J di w hocrr s d @ndldd ]ndqi[!€ drr ddlton h63 inf.sd d dE ,i."q'rr Flds

t INTRODUCTION

To my parmts Before embarking on Lhis adventurq you must first discoveryour own strengthsand weaknesses.You use dice to detemineyour initial scores.On pages16-17 there is an AdoentureSheef, which you may use fo record the detailsof your adventre. On it you will 6nd boxesfor recordingyour sKrLL,sfAMrNA, LUCK and rattr.r scores, You are advisedeither to recordyour scoreson lhe AdoenlureShzet in pencil or to male photocopies of the sheetfor usein futureadveniures-

Skill, Stamina, Luck and Faith Roll one die Add 6 to the nr.:mberrolled and enter this totafin the sxrlr box on t\e AduenfweShpet. Roll two dice Add rz Lo the numberrolled and enter lhistotal in LhesraMrNA box. Roll one die. Add 6 to the number and enter lhis total in the rucx box. Don'Lroll any dice for rlrrnr you alwaysstart your adventurewilh 1 FAITHpoint. For reasonsthat will be explainedbelow, all vour scoreswill changeconstantly during the adventure. You must keepan accuraterecord of Lhesescores, and the first ernpty Encounter box or1 your A.(t'entuft for this reason you are advised to write small in the 5lee1. You should also make a note of any special boxes or to keep an eraser handy But never rub out abilities or instrucLionswhich are uniqu€ to that particu- yoor laitial scores Although you may be awarded lar opponent.Then follow fhis sequence: additionalsKrLL, sravrre and rucr points,their lotals r. Roll two dice for yor.r opponent.Add its sKrr.L may never exceedtheir Inifirl scores,except on very scoreto the tolal rolled,bo find its AttackStrength, rare occasionsand then th€ text will specifically tell you so. 2- Roll two dice for yourself, then add your cunent SKILLscore to 6nd your Altack Strength. Your rerra scorediffers from your other attributes If yotrr your becauseit is not restrictedby an Initial score Your 3 Altack Strengthis higher than oppo- nent's,you lAtrH may increaseor decreasein certatnsituations, havewounded it: proceedto sLep4. If your whichwi be explained.inthe relevanLparagraphs. oppmnent'sAttack Skength is higher than yours, rt has wounded you: proceed to step 5. If Your srrrr reflectsyour expertisein combat,your both Attack Strengthtotals are the same,you have dexteiLy and agility. Your sraMrNA score reflects avoidedor parriedeacl oLher'sblows; start a new how healthy and physicallyfit you are. Your LucK Altack Roundfrom stepI above. score indicates how lucky you are- Your rrrrn score 4. You have wounded your opponent, so subtract 2 reflectsyour inherent Goodnessand your belief in the pointsfrom its srAMtNAscore. You may use t-ucK forcesof Order.A high rerrn scorecan enable you to here Lo do additionaldamage (see below)- Proceed repelcertain demons and evil spirits,and it may bring to step6. you blessingsin otherforms. i. Your opponenthas wounded you, so subtract2 points from your srAMrNA score. You rray us€ Battl€g rucx to reducethe lossof srAMrNA(see below). Duringyour advenfureyou willoften encounterhostile 6. Beginthe next Attack Roun4 starlingagain at step creatures.In somesuch sihiationsyou may be given 1. This sequencecontinues until the srAMrNAscore specialoptions, allowing you to deal with the encoun- of either you or your opponent reacheszero, which ter in an unusual mamer, but in most casesyou will meansdeath. If your opponent dies, you are free to haveLo resolv€ battles as described below continue with your advenLurc.If you die, your advenfureends and you must sLartall over again Enteryour opponentssLtlL and srAMtNAscores in by creatlnga new characLer-

8 Fighting More Than One Opponent Luck At vaious timesduring your adventure,either in battles or when you come across other sifuations in which you could be either Lucky or Unlucky (details of these are given in the relevant paragraphs),you may use you will have to fight them all at the same timet II LUCKto rnake the outcome more favourable to you. they are treated as a single opponmt, the combot is But beware!Using LUcKis a risky businessand, if you resolved normally. When you are inshucted to ffAht are Unlucky, [he resultscould be disaskous. your opponentsone at a lime, the combatis again resolvednorrnally - excepl that once you defeai an The procedure tor Teslingyour Luck works as follows, enemy,the next stepsforward to fight you! roll two dice. lf the number rolled is less lhan, or equal to, your crrrerrt Lucx score,you have been Lucky and When you 6nd yowsell under attack ftom more than the outcome will be in your hvour. If the number one opponent at the sane time, each adversary will rolled is higher than your current LucK score,you make a separateattack on you in the course of each have been Unlucky and will be penalized. AttacJ

Stamina Your sTAMINAscore will changea lot during your adventure.It will drop, either as a iesult of wounds gainedthrough combat, or by fallingfor-rl of trapsand pitfalls,or after you have performedany parlicularly arduoustask If yor:r suvtn,t scoreever [allsto zero, you have been killed and should sloP reading fhe book immediately.Bmve adventurerswho wish to pursuefheir questmusl roll up a new characterand startall over again. Equipment and Gold You can restore losl srAMrNA by eating meals or ftovisions. You stafi the game wil.h Provisionsequiva, You begin your advmhre with only the tools of your lent to 5 meals, and you may obtain more as your trade, a sword, a lantern and tinderbox, and a backpack adventure progr€ss€s.You must keep track of how to hold your Provisions and Gold Pieces.To ffnd out many meals' worlh of Provisions you have left by how many Gold Piecesyou possess,roll one die and filling in the detailsin the Provisionsbox of your add 4 to the numberrolled. Note this total down in Adomtwe Sheet.Each time you eaf a meal you may the Gold Piecesbox on your AdoenlweSheet lour resLoreup to 4 points of srevrr,r, bur you musr sword and lantem shouldbe noted in the Equipmenl rememberLo deduct r meal from your Provisions box. box on your AcloentureSfieef, as must any other useful You may stop and eat Provisionsal any lime except itemsyou may find on your travels, whenyou areengaged in combat.

Additionsto your LucK scoremay be awardedwhen you have been particularly lucky or have createdyour own luck by some action. Details are given, where appropriate,in the paragraphsof the boolc Remember that as with s(r!! and sr^MtNrt your LucK score may exceedits lailial value only in exceptionalcircum- stances,which will be explainedwhen appropriate.

Faith As you will soon discover,your FArrHwill be very importan[jn this adventule.You startthe gamewith 1 rlrru point, grantedto you becauseyou haveunder- bakena holy pilgrirnage.Relics of Good and blessings canincrease your FArrE while cursesand evil actions, ill-befitting a heroic adventurer,will have the effect of decreasingyoul FAlrHscore. Precisely how your FArrH wo*s will be revealed during your adventure you will be instructed about this in the relevant pan- SraPns. alL SKIIL STAMINA LUCK

COLDfIECIS

skil= EQUIPMENT& TREASURT

NOTES need it.'Tired and cold, you take uP the skangers BACKGROUND

With a deafeningcrash another bolt of lrghtningshears through the boiling night sky For a moment the blastedheath round you is brillianLlyilluminaLed and through the ddving rain you catchsighL of shelterat last,but it is not fhe abbey.Instead, a few heesstand huddledtogether on the barrenmoor sLarkagainst fhe Old World. However,for severalyears now you have horizon.Through the pounds of Lhestorm behind yoq consideredtaking a rest from the adventuringlife in you can make oul the howling of wolves, broken order to retum to your homelardof Ruddlestoneand occasionallyby a bansheewail. WiLh renewed determi- undertakea pilgrimagefor the good of your soul Soil nation you find the strength to start running aSain was that,two monthsago, you arrivedat lhe no*hem over the soddenearth, wrth the blood poundingin Do.t of Harabnab,aboard a merchant ship from Arkle- your ears ion in distantAnaland, just as the montli of Watching As you near the copse,you pick out the glow from a smallcampfire among the tiees.Someone has already taken shelterfrom the storm here Cauliously,with one hand on the hilt of your sword,you sLeptowards the fire.The figureseated beside the fire slowly looks up as you approach'There is no need{or that, I am nol amed,' the man says,holdrng wide his arms so you can see ihat he is speakrngthe huth Thunder causingyou to stray irom the road acrossthe heath rumblesacross the moors and the next flashof light- You soon becamelost on thesedesolate moors, cer- mng revealsthe man'sface He is youngJookingbut tainly not the sort of place wher€ you wanted to you, his faceis paleand drawnas if it hasseen a lifehmeof spendthe night, what wilh a storm ragingabout hardship,whrle his eyeshold a deeperknowledge Lhan wild animalsroamrng free, and posstbly worse his years 'Come, suggesL-And he is smrling take The sLrangertells 1ou thalhe too i5 a pilgrimcdught shelterby my ffre,'he sayswarmly 'lt looksas if you rn a simila-rpredlcamenl. but he ttai fortunateenough

18 19 and lo reach the copse before the storm grew loo bad. bolted,one iast chill gust of wind all that remains However,he is surehe lanowswhich directionRassin of the gale outside You pick yourselfup and survey Abbey lies in. The two of you decide to try and reach lhe huddleof arxious faceslool.ing back at you. You it togethet which would be so muchsafer than travel- are standingin a low-ceilingedhall and the people ling separately.Leaving the coverof the hees,the two surroundintyou aremonks, all dressedin plainbrown of you dashout through[he pouringrain. habits.Once you haveexplained what the two of you are doing here,one of the monkstells you that they After runningfor half an hour with the wind and rain are a comhunity of lhe P ests of Enkala and onJy a driving into your faces,you cometo Lhetop of a rise day's walk from Hallow'sWell He addsthat you are and see the road leading down to the small,dark, boLhwelcome to spendthe rest of the niSht in their stonebuildings of RassinAbbey, coweringunder the guest hall and leads you to ioin the other pilgrims terribleforce of the storm.Then comesthe screarn.lL alreadysleeping there chiils you to the bone and curdlesyour blood. Al though almost paralysedwith fear, you and the You havenot beenasleep long when you wakeftom a stranger look around,Lo seedozens of foul Demons terrible dream about Demons, to see the stranger creepingfurtively out of the hall. Your suspicions aroused,you wait unlil he has gone then follow him through the darkened passagewaysof the abbey. At last you come to a room which the strangerenters, closingthe door behindhim and locking it Suddenly someonecries out from insidethe room and thereis a crash.You beatat Lhedoor with your ffsls,to no avail, so you begin to try to breakrt down. You burst into the room at the sametime as a group of monksenter through anotherdoor. You are slandingin a library and the body of a monk is lying, facedown, on the When you reachthe abbey, you bang on the door floor besidehrs upseL writing desk-There is no signof 'Down with all your might.shouting for sanctuary.A bolt is the shanger there,'shoutsa monk,pointing to drawn back and you fall into the spacebeyond. The a flight of stonesteps beyond another open door. You slrangerstands in lhe doorway,still tryrng to ward off run dowr the steps,followed by the monks, and br:rst rnto the Demons.'Quick, come insidet' you call to him. As a small,dank room lit by a singletorch Against soon as he is over the step, the door is slammedshut lhe far wall, fhe strangeris kneelingbeside a large, openoak chest,and in the flickeringtorchlight you see he blackbook in his hands.As thal is holding a huge, NORTH-WESTERN you enterthe chamberhe spinsaround and gets to his RUDDLESTONE feet. 'Thanls, friend,'he laughsmockingly Withou[ your help I couldn'thave got in here.I would stay longer, but I havemuch to do.' WiLhthat a darkverl descends over the room. When it lifts again, the stranSer and the book are gone, but he has left somethrngin his place As you watch,a cloudof shirling,noxious. greensmoke starts Lo form in Lhecenlre of the room. Tum to paraSraph(

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?*-. a QuicHy the doud solidifies into a shape that makes you recoilin terror.SLanding before you is a monstrous Demon coveredin green scales,wilh fang-filledjaws andreeking of the sha1p,acrid smell of brimstone.The foul Demon begins to advancetowards you, raking the air wiLh iLslalons while sulphur-steamrises from its mou[h. Although it is a powerful beasL,you are fighting the Demon on holy ground so blows from your earthly weapon will affect it. With a roar the creaturelunges at you BRIMSTONEDEMON sKrLL8 srAMrNAI While you arefighting this hellspawnyou areaffecled by the sulphurousstench it emits irom its mouLh,so for the duration of this battle you must reduce your Atta& Strengfhby r poinl. If you destroythe demon. tum to j22.

Your mind cloudsover as Nazeks charmlakes effecl; it is all you cando to stop yourselfbeing brainwashed by it, and you are unable lo complete the spell. Droppingthe page you look up to seethat the Beast is almost upon you Tum lo 25o.

It is midday when you enler the village of Mussuck, althoughthe sky is sLillovercasl Somevillagers are talking logether in a troup in lront of a sLonecross. They seern to be complaining about worms - or something! Going over to them, you ask them what 4 the probleinis. It's the Devilworm,see,'says one man. who givesthe knighta goldensicHe with which to cut 'A its'ome in terriblething it is and lastweek it made mistletoeas a Suardagainst the sorceress.ln bheend the our well. No one dare draw water from it no more- knrghtis, of course,victorioug and goes on to leada life We 'ave to walk down to the river instead.'You ask of iusticeand honour.The show over. the membersof wherethis Devilworm came fiorn the audiencebegin to maketheir way out of the tenf You are still amazedaL the fine workmanshipof 'Old Tom says'e saw the Wodewitchcastin' a spell bhe puppetsand the skillof the puppeleer.Do you want over the well last Windsdayon'is way backfrom the lo remainbehind in orderto speakto thepuppeteer(hrm tavem,'pipes up the villagebusy-body to 34o), or would you prefer to leave the tent (turn to 1SZP 'You lool lke a bil of dn adventurinflpe.'says one of bhevillagers Will J,'ou'elp us get rid of the worm?' Trudging on lhrough the marsh, you enter an over- Have you got hme to help the peopleof Mussuck?If grown clearing wher€ an ancient stone totem lies, half you thinkyou have,tum LoJ8, otherwise,tum to 264 buriedin Lhemud, This areaof the fen was obviously once a place of great magicalsignificance for some marsh-dwellingtribe. However the residue of magical The [ent is dark insideand smellsof mildew.A boy energy here has attracteda Fetch,a creafurethat is standsjust rnsideLhe entrance holding out a battered little more thana cracklingball of energy.Discharging old hat into which you drop your Gold Piece(deduct smallbolts of lightninginto the air, lhe Fetchhas just this from your Alventure Shzet).The other patrons of feasted and measuresalmost a meke across.Sensine the puppetshow are mahly mothersand nurseswith your aur4 the scintillafingball fliesat you. their chargesBeyond a few rows of benchesstands a wooden booth with a pair of moLh-eatencurtains FETCH SKILL 11 STAMINA6 coveringthe opening.You sit down on a benchat the If you make a successErlskike against the Fetch, both back of the tent. Almost immedratelythe sign is you and the creafure suffer the usual 2 poinls of broughtinside and the boy picksup a smalldrum and damagelo your sraMrNAb€cause your metal sword beatsout a lattoo. The curLainsopen and the show conductsthe energyemitted by the Fetchas it shorts begins. Whereaseverything else about the set-up oull If you win and you have fought the ceature seemsmn-down, the puppetsare of exceptionalqual- usinga magicalor blessedweapon, Lhat weapon has ity. The story related is a tlpical tale of conflict lost any speoalpowers it oncehad sincethe Fetchfed beLweena young knight and an evil sorceressOther off ils magicalenergy. The Fetchdeslroyed, you leave characLersin the story includea wise fool and a druId theclearing by the only exit-Tum to 59. E You have destroyedLhe evil sourceof the plaguein As you hoped, lhe gate has been left unguarded. ArylI the Cankeris no more.Restore 2 LUCKPornts. Keepingclose Lo the wall, you run out of the town dead, the Plague Zombies have With the Canker andaway Turn to 3oo. becomelifeless corpses again. You wasLeno time in escapingfrom lhe cryat. Gerogrs surprisedbut elated to seeyou and tales you back bo lhe village,where you aregiven a hero'swelcome. The eldersinvite you to a banqueLto be held that eveningwhere you will be guestof honour.Remembering your searchfor the BlackGrimoire, you detline their offer and tell them of your quesl.They cannot fell you anything as to Lhe whereaboutsof the book howevet as a reward for saving Aryll, the eldersagree to reveal to you Lhe After half an hour or so,you caLchsiSht of something secretlocation of the barrowof Gwybhainthe Protec- againstthe night sky, flyrng towardsthe village over lor; it lieshiSh in the hills to the southand is guarded the forest.As the shapegets closer, you cansee that it by a druidic sectwho worship the Earthmother. The is a robedmaa sitting astridea piLchforklThis peculiar warrior-priestis said Lo be buried there with his meansof transportationglldes dov/n to the groundaL tells you sword,Deliverer the BlessedBlade. Manoc the edge of the village and,prcking uP the Pitchfork, that sucha weaponwould be an invaluableaid against the warlockwalks over to the wagon Will you keep the evrl of Nazekand his Demons Beforeyou leave waLching(tum to 145) or take the group by surprise Aryll, lhe eldersgive you a bag containing6 Gold andengage lhem in combat(tum to a85)? Pieces,enough Provisionsfor 5 mealsand anolher lantem (if you have losLyours). Will you now make ao ([um Lhelong diversionsouLh to Gwythain'sbarrow The pilgrims are having a story-tellingcomPetitton (tum Lo 96) or set off direcdywesLwards out of Aryll and aL the moment are in fits of laughter as a rather to 359)7 gauntlookingman is jusl concludinga lewd taleabout a blacksmith.His story over, the SrouPinviLes you to , join in the competition.If you can win it, thereare 6 'You 'Thatis corecL,'says the High Priest, areworthy.' Gold Piecesfor the taking.Do you want to enterLheir He commandsthe druids to releaseyou- If you have competi[ion(tum lo 118),or will you rettueLo your the Pilgrim'sStaff, turn to 195. Otherwise,tum to 27a. room (tum to r79! ta Standingbefore you is a three-metre-tallhumanoid with lan-k,thick green hair, dripping mud and water.It has ugly, bestialfeatures and strong, musculararms which end in sharptalons. With an animalgrowl the monsterleaps at you. Drawing your sword,you find yourselffightrng for your life againstthe FenBeast IEN BEAST sKrLL8 srAMrNA10 If you manageto kill the monster,were you sentinto the marsh by a group of farmers?If you were, turn Lo 85; if yolr werenot, fum to 152.

t2 The falconflies out of the window, catchingthe raven in its falonsand LearintiL win8 horn wing beforeit can escape-Note down [he word'Raven'on your AdoentureSheef lher. tum to 50.

You begin to sweatprofusely and are overcomewith dizziness,and red wealsstart to breakout all over your skin.The plagueis enleringits final stages,and if you cannotstop it now, it will prove fatal If you have a Heal-all,tum to 64. If you do not, thenyou will die in lormentfrom lhe plague

14 You lareelat the shrineof Enthuswith other pilgrims andpray for the departedmartyr's soul and the success- ful completionof your quesl.As you leave,you may placeas many Gold Piecesas you wish in the coffer rE-a9 besidethe shrine.(Make a note on your AAoenLwe Wilh the rals gone thereis hope againfor the people Sheetol how great an offering you give.) You leave of Arl,n's Hill,'What was that Malva said?If you have the templeand go back down the hill fo the Market heardthe name'Aryn's Hill' before,tum to rEo. If you SquareTum to ajl andchoose anofher option. havenot, tum to 60.

a5 18 You rise early and, thanking Talpas again for his CwyLhainthe ProtecLorwas a warrior-prjest,follower hospitality,take your leaveof the Molekin.However, o[ the Swordbearer.He acquiredhis title as a resultof beforegorng, Talpas gives you enoughProvisions for hJsmany brave and heroic deedsin defendingthe z meals You reioin the road and conhnueon your peofe of Ruddlestonefrom the servants of darkness, r r'ay.Turn [o 5Z vanquishingDemons and evil shadeswith his Blessed 8lade,Deliverer When he died,Cwythain was laid to a6 rest,dressed in hrs holy armour,in a barrow noL far The topazglints in the sunlighland, as you placethe nom Hallows Well ihelf.An illushationaccompanies pendart round your nec( suddenlyyou feel particu- ihe accountand depicts a knight in silver armour larly confidentYou areweanng an Arnuletof Bravery, delivering a fatal blow to a red, winged Demon, with which you meansthat before the next two batfles :rismighty swordthat Slowswith a bluelight. Tum fo fight, you may rncreaseyour Attack Strengthby r 5E point Restorei LUCKpoinl Returnlo 80. a9 a7 The people of Selwickknow that many evil thinSs Although the wooden floor of the hayloft is rotten stalk the hours of darkness so they have already wilh age,it holds up underyour weight as you mn bolted their doors and settled down for the night. acrossthe boardsand dive out through the opening However,a light is still shiningin Lhewindow of one You hit the ground,several metres below, just as lhe iarmhouse,at the edge of the village,and you decide bam roof collapsesin a flurry of sparks (lose z to ask if they will grve you a bed for the night The sraMINApoints because of the fall)-You listento lh€ voungfarmer and his wife, whosenames you leamare dying screechesof the ratsuntil they aredrowned by Liam and Isa, invite you in warmly and sharetheir just the roaringflames and the bam is a smokingruin rneal of rabbit stew with you (restore4 srAMrNA Cheering,the villagerstake you back to the elders points) 'lt's nice to 'ave someonecome visit us,' says This time rl is the woman,Malva, who addressesyou Liam 'You see,people have stayedclear of the farm 'We thankyou on behalfof all the village,'she says since it 'appened.'Since what happened,you ask. 'Sincewe werecursed by MistressCrowfoot, the local 20 witch. Everyonein Lhevillage is frightenedof 'e1' he The jesLershows you Lhatboth his handsare empLy, continues.'Two weeksago shecome to us, sayin' see he clencheshis left hand into a fist then opensit to shewanted to buy our southfield; only that's best our displaya red,paintedwooden ball. He passesthe ball bit of land, we said no. went off if we so She saying quicklybetween his handsand it is gone! Which hand didn't sell it fo'er in a week,we'd be sorry We didn't js iL in?'Coxcomb asks,both fists tightly clenched give in but lhen last Earthdaythings startedgoin' - beforeyou. Wi)l you choosehis right hand (tum to wrong. Firsbmy bestploughshare broke, then lhe milk 2o2) or his left (turnLo 11o)? starLedto go off, and now some of my cattle are dying.'

Justthe4 ouLof the comer of yow eye you glimpse somethingmoving in the shadowsof the kitchen As you watch,a liny humanoidcovered in bright red fur runs out from behinda chair It has two smallhoms growinS ou! of its forehea4 an ugly snout, clawed hands and a tail. It scampersover to a bucket of milk againstthe wall and dips a claw into it. You jump up, andthe creaturen:ns back into the shadows. 'lt's a Grimalkin,'says Isa. 'lt tarntsanythin' it touches- Now you seehow MistressCrowfoot forments usl' 21, True enough, the milk and has curdled now tastes You cross the stone bridge that spansthe Grimiry sour. Suddenlythe imp the at leapsout of shadows River,leaving Fenford,and emergefrom the foresL. you. Teslyour Skill If you lum yoLr succeed, to 89. If The road risesthrough barrenmoorland towards the fail, tum to 167. hills,strll a day'swalk away in the west.Dusk falls and there is a dehnite chill in the air as you reach a small wood to the left of the road Throush the still of the night you can hearthe soundof a fiJdle cominefrom inside the wood. Do you wanl to invesligaie the sourceof the music(tum to 295) or do you preferlo settle down for the night (tum to 1J5, As you leavethe enterLainers'square, you passa man siiting crossleggedon the groundbeside lhe road.He is wearinga cloal<,his facehidden by the hood, and perchedon one shoulderis a black rat The man is playing the pipes and somepassers-by have [hrown coinsinto a basketin front of him. As you walk past thepipea the tunehe is playing sr.rddenlychanges and your head begins to spin: the music is having a hypnoticeffect on you. TesLyour SkiLlI{ you sr.rcceed, tum to r99 Ifyou fail,lum io r33.

You urgeyour horseforward into the densewoodland, eagerto catchyour qr;,afiy.Test your Luck If you are Lucky,tum to :o8, if you areUnlucky, turn Loj79

24 With the Revenantdestroyed, the evil spiritanimating Enthus'sbones is banishedfrom this place 'Thankyou for freeing my earthly remarns,'saysthe Spirit of Enthus There is a click, and a secreLcomparlment opensat the baseof the sarcophagusInside you 6nd a silveramulet and an ancientpiece of parchmenlwhich iookslike a pagefrom a book.'Take my Holy Amulet andthai pagetom from LheBhdc Grlmoile itself. On it rs the Spellof LockingI used to closethe casket,but iet us hopeyou will not needit' You observethat lhe pagenumber of the parchmentis 176 (notelhis down). -{dd r rerrs point and resLore1 LUCKpoint for acquiringthese items 'Now I may onceagan r€st in peace,and you musLbe on your way if the Kurakilis 2ft6 27-2E to be defeated.'With thesewords the spirit fadesand the forest.Some, like her,act ashrs lieutenants, patrol- you are alone ln the tomb. QuicHy you leave the ling the roads and paths of the forest ivith their own sepulchre.Turn to rrz bandson the lookout for suitablevictims Lo rob. The Vask himself returnedfrom just such an excursion 25 roundHallow's Well last night and is now backin the The door slamsshut behindyou and you hearseveral outlaw campwhich she Lellsyou how to reach After heavybolts grate ominously into place.The cell beneath tying up the outlaw, you must decrdewheLher to the blockhor.rseis cold anddamp. The only illumination makefhe diversionand go after the Mask (tum to comesfrom a tiny, barredwindow at street-level,high 149),or presson in searchof the BlackGriftoire (tu:l:. out of reach-At last,someone to talk to.'Startledby to 154). the voic€,you peerlnto the gloom at the backof the cell.Silting in the comer,dressed in old rags,is a fflthy old manwith long, wild, grey hair.'Old Gerald'ere ran Shoutingout lhe number,you hear the hags screa.rn oul of things to lalk abouLyears ago,' saysthe man, andsuddenly the galestops. The witches'bodies seem point'ng to the wall opposite.There, hanging from to dissolveinlo Lhearr and their screamsdie away rusted manacles,rs a skeleton,yellow with age. 'I'm with the wind. Regain1 LUCKpoint for defeatingthe Bedlarn Cynric.They call me the Mad Beggar' The old man _Hags.The rest of the night passespeacefully. certanlyappears to be mad,so you tum your attention andat hrstlighL you areon your way again:turn to to ffndinga way of escape.Looking through the small 26o. grille rn the door, you can seethat your backpackand swordhave been iefL on a tablein the chamberbeyond 28 your cell. Oth€r grilled doo$ open off this main It is late aftemoon when you reach Claybury, but the chamberwrth a flight of spiralsLone steps leading up sky over the village is almost black with boilng to the roomsat streetlevel- The chamberappears to be slormclouds.The Demafraugeis supposedto be hrdden unattended.'lf yer wanting to leaveso sooD I might in the monasteryhere, so Nazek must be here too, jusl be ableto 'elp yer,' saysCynric,If you acceptthe \\ith the BlackGriltloire. Only a few hours remarnuntil mad beggar'shelp, tum to ro6- If you would rather 6nd nightfall when Shekka'sMoon will rise oncemor€, so a way out yourself,tum lo jo. you must meef up with Karadand th€ Reststanceas quickly as possible.But where will you look for 25 them, at a circular tower standingon bhe outskirts In sheerpanic she tells you ev€rylhing,The Mask is of the village(tum to fj6) or somewhereelse (tum to the leaderof all the oullawsand brigands who frequent 28d7 29-to

2.9 You and Samboard his rafband soon you are gliding alongthe marshywaLerways o[ fhe [ens,It is not long beforethe tributaryyou areon runs into a large,mist coveredlake Miremere Sam steers the raff out lookinground the market,tum to 218- acrossthe slill waterstowards the middleof the lake. Through the misL a small, wooded island appears 30 Soonyou reachthe islandand, while Samwats by the The optionsavailable to you are to call for the guard shore,you diserrbarkto look for Enthus'stomb. Lhen['rv to orrerpowe.him (tum to 115),try to break the door down iturn to 47), or wail for one of lhe .{t the fool of a wooded hill you find what must be guardsto bring you somefood and overPowerhim the enLranceto the tomb:a mosscovered ganite door (tum to j2j) set into lhe hill No one has been here in years. Pushinghard aganst it, bhe granite slab eventually swings open with a hollow boom LiShting your -antem,you step through the stone doorway and rroceeddown a steepspiral staircase At the bottom of the steps is a hiSh-ceilingedrectangular chamber. 'Lightenters the cold room by a singletiny window and you can seeno other exits. In the c€ntreof Lhe .hamberis a stone sarcophagusbearing the life-size effigyof a priestlying with his handstotether as if at prayer.Two granitecandlesticks stand on €ither side cf the sarcophagus,although the candleshave long beenextingurshed. Care{ully you heavefhe lid io one side Lying wrth handsfolded, like the statue,and shll ;rearing Lhe martyr's priestly robes,are the earthly :emainsof Enthus,Servant of Good. Thereis nothing elseto be foundin the tomb Will you leave (tum :o uz), or will you try and invoke ihe spint^ow of the .riest so Lhathe may aid you in your quest(tum to rol)? 32'34

You collapse,almost unconscious. The acolytesseem to be pleasedby your conditronand continuethejr processionthrough the town. AJlhoughyou are not dea4 the amount of venom in your body does mean fhatyou aredying. If you havea Heal-all,tum to a82. If you do not, your adventurewill end here in lhe 5reet. l\4rile you are fighting the Canker,the PlagueZombies swroundyou. Thereis nothing you can do to defend yourseli against so many of the Undead,and you pe-lshunder their blows. Soon you will riseagain a. a PlagueZombie and join in the assaulfon AryI under ]'our new maste/scornmand

34 You walk up to the bar where the work-hardened lardlady is serving A prnt of ale will cost r Gold Pieceand restore1 STAMINApoin!. Looking around, you are searchingfor someonewho may be able to provideyou with usefulinformation Sittrng alone by a window is a tubby friar, well past his prime. Also sitting by himselfis a mysteriousman wearingsmart but praciica)black clothes.In the corner,a group of localfarmers are discussing some important matter in a conspiratorialmanner- Do you want to talk to: The landlady? Turn to 81 The friar? Turn to zrg The manin black? Tum to J48 The famers? Turn to a88 35-56 37'54

35 You take the cup containingthe HealingInfusion in Duskis Fallingwhen you comein sight of a clustero[ buildings both handsand quicklygulp it down. You feel warm at the edge of the forest- You are just inside,but then your sens€sbegin to numb.You are thinking hopeirlly that you may be able to find a bed overcomeby dizzinessand cannot prevent yourseli tbr the night in the village when you hear a wagon approachingat speed from falling Lo the ground. Just as you slip into from the directionof Hallows Well. unconsciousnessyou see the facesof Hemlockand You throw yourselfout of the way just in time asthe Hogweed bending over yor-r,still with sickiy smiles. coveredwagon hurtlespast and carrieson y/ith no siSn of stopping.Suddenly one wheel hits a targe You come round in a smelly, narrow alleyway.A ro(k in the road. almost overtuming the wagon. A. quicksearch of your belongingsreveals the absenceoi the vehide rights itself,a crate,loosened by the jolt, all your gold, any herbsyou may have had and the tumblesout of the back and, hitting the ground, Heal-allif you had one (lose2 LUCKpoints for your breaksop€n. Curious, you walk over to the wreckage misfortune.whatever else you lost]. You step out oi o[ the crate and see that it is full of dried lizards, the alley into a streelthat leadsto the West Gateon c€rtainlynot a crcaturenative to th€ northem king- the edgeo{ town.As you don't want to was[eary more doms.Something strange is going on here time here,you decideagarnst avenging yourself on Entering the thievingapothecaries and set off towardsLhe West the village of Driteham at a run, you see peoplerushing into their homes Gate TuIn to 9E- unLil no one is left outsrde.'Quick in here!'a womanshouts to you from onehouse, 'or the Lurcherwill get youl' Wrll you take 36 the You hit a bam roof and crashtfuough, your death woman'sadvice and enterher house(turn !o zo5) plunge beinS halted by the hay beneath (lose 6 or stay outsideand find out what is going on (tum to sr^MrNApoints). Staggering out of lhe wreckedbarn 78)1 you 6nd yourselfon the very edge of the village oi Selwick.Turn to 19. 58 You leam that the Wodewrtchis a mad old hag who livesa few kilometresinto the foresbthe villageisalso tell you how lo find the well, which is near a derelicL mill. If you want to pay a visit to the Wodewitch,hlm to 74. lt you prefer to go to the well and tackle the Devilworm,furn to 242- 39-44

39 bundleof sackcloth.Unwrapping it, he revealsa finely The bear Lrngesat you as you run to grab a torch madeskeleton key 'This {ell throughthe window one 'eh? 'ere's knockingyou to the ground (lose2 sTAMINAPoints)- day. Someone'sloss, but your gain, Cerald You haveno choicebut to useyour swordagainst the brn lookin' after it for me-' Cynric gives you the key beastTum to 75. and, having frrst made sure no one is about, you excitedlyurlock ihe cell door. Cynric lakes ihe key backand, surprised,you ask why he himselfdoesn't escape'l'm not as mad asI may seem,'he says.'Why risk il on the sLreeLswhen I've got a bed and thrce mealsa day 'ere?Isn't thatnght, Gerald?' You smrleand cautiouslycollect your backpackand sword from the chamberoutside your cell. At that moment a femalevoice behind you says,'Stranger, shareyour good fortune and releaseme' You look aroundand espy a girl's face at anolher cell door Rememberingthat she is a prisonet you ask her who sheis andwhy sheis lockedup here 'My nameis Tira andI was apprenticedto the witch,MisLress Crowfoot of Selwick.However, I saw the error of my ways and fledfrom her.Icame to Hallow'sWell to seekforgive- nessard wam the authoriliesthat a huge coven is forming in the hills to the west. But they didn't 40 believeme andlocked me awayhere.' You tip the powder over the cat. It spils af you and scratchesyou with its tharp claws (lose 2 STAMIN^ You ask Tira abouLthe B/arkGrirrorre Naturally she poinls) Tum to aj2. hasheard of it, but shehas never seen it and doesnot know if the coven have it. She pleadswith you to 4a releaseher with the keys to her cell,which are on a 'That'sright,'laughs Cynric 'A keyl And that'show hook on the wall. Your decisionreally dependson I'm goinS to'elp yer'The old man walksover Lo the how muchyou can trust a wifch, evenii snewas oruy skeletonand pullsa loosestone out of the wall beside an apprentice.If you releaseTira, turn [o 8j, if you it He reachesinlo the hole and takes out a small prefernot to, tum to 2o5. 43

43 Angry at your surviving their tesL,the acolytesad- Strangecroaling noisesand animalcries echo across vance towards you, wielding various implementsof lhe fens as you wander along the endless,twrsting torlure. Their chief discipleshouts ouf, 'Brothersand paths.Suddenly you hear somelhingrnoving near by sisters,Lhe unbeliever musl be purified!'Two of them Heart racin8,you sLopto survey the stagnart pools closein on you, svr'ingingcruelly spikedwhips. You and clumps of reeds.Roll one die then consult the must defendyourself against them al the same both lablebelow. llme, Roll Encounter SKILL STAMINA r The grey, bloaledbody of a Giant Slug slithers Fifft ACOLYTE on lo the path Eighi metreslong and three SecondACOLYTE metresacross, the vile creaiure'sboneless body npplesas it raisesits repulsivehead. Suddenly a you If win, Lheother Acolytesof Pain,altho'-rgh they huge globuleof salivashoots out o[ LheSlug's enjoy physical suffering,are not quile so keen on mouth-Tesf your Skillto avordbeing hit by il lf death,and they flee Tum to r75- you {ail, the poisonoussLuff hits you, buming Iike acid(lose Ji srAMrNApoints) You will have to fight the creaturebefore you can carry on alongthe path

GIANT SLUG SKILL7 STAMINA 1J z A group of green-and'brownlwo leSgedam phibiansleap out o[ the reedsand atLackyou Although only half a metre tall, [he Mudclaws are ravenousand you must fight all four or themat the sametime.

MUDCLAWS SKILL 5 STAMINA4 You treadon the tail of a MarshViper, which is restingin the ooze.It rcarsup and bites your calf before slithering off deeperinto the swamp. Lose4 srAMrNApoints. 43 44-45

4 Severalthrck rools suddenlybreak through the 4+ path and wrap themselvesround your legs You politely declineLady Attana'soffer and sei off breakingthe skin (lose2 srAMrNApoints) You alone.The morning is grey with an overcasLsky, but musttight lhis bizanecarnivorous plaat ihe previousnighl's stormhas abated. You passalong a strelchof road shelteredby ihe canopyof a wood ROOTS sKrLL STAMINA E 7 By lale alternoonyou aredescending out of the wood 5 Wading through the rank waters of the marsh. iowardslhe River Sancl.On the oLherside, the shrine several disgusting Swamp Leecheslatch on lo iown of Hallow'sWell is clearlyvisible, a mixture of your legs to feed Roll one die and deduct tha: timber and stonehouses competing for spacewithin many points from your srAMrNA. lhe confinesof lhe old town wall Beforeyou can reachLhe towry howevet you must(foss a wrdestone 6 No encounter. Each encounler can occur only once If you roll an encoLmterfhat has already taken place, roll again Ii you survive LheencounLer, Lurn Lo 257. andenter the town by the eastemPil8rim's Cate; tum to 254.

45 'Deador aLve.Makes no differenceto us,' saysthe womancalrnly. 'Now do asI told you!'Will you, Complyand do asshe says? Tum Lo 2jl Male a run for it? Tum to 128 Still standyour ground? Tum to 92 46-44

/6 Leavingthe farmhouse,you trek acrosscountry, follow- Ing Liam'sdir€ctions, until you reachPaddocks Wood Creepingthrough the trces,you come to a moonht clearinSand one of the most unusualsights you have everseen. In fhe middleof the clearingstands Mistress CrowfooL'scottage, perched on a single,gigantic bird's foot The only way in that you can seeis through a hapdoorunder the cottage.No one seems[o be on guard,so you stepinto fhe clearingtowards the bizarre struclure SuddenlyLhe crow's foot spins around Lo faceyou Frozenwith surprise,you watch the cottage hop towardsyou asoss the dearing.You shakeyour- selfouL of yotrr tranceand draw yotrr sword,ready to defendyourself against the talonsof the cotlage.

CROW'SFOOT sXILL 8 STAMINA 8 If you win,tum to 228.

47 This is a foolishcourse of action You chargelhe cell door and slaminto it with lerrificforce. However lhe door was builf to withstandsuch attacks and doesnot give at all Your shoulderdid not standup so well to the charge(lose 1 sraMINApoint). Now will you call for lhe guard (turn Lo 1r5), wait for a guard to bring you a mealand ambushhim (tum to j25) or hlm fo thebeggar for help(tum to :+4)?

4A Thereare two ways leadingwest out of Fenford.The mostregularly used is lhe roadto Tallow.The otheris 4f50 5r-52

'lt's a meetinsof the Cauldronof MidniSht,Nazek's ."""", a"d iti going to be held at lhe rttinedmonas t"ry' (regain treacherousplace, although many rare Plantsgrow in You havefound out whal you wantedto know its fetrd hollows.Will you follow the road to Tallow 1 LUCKpoinL). A swift searchof Lhecottage tums up a (hrrn to 2a) or will you brave the perilsof Blackmrre ,.-"-."-"d bone ring which vou may take f you you lake (tum to ijj)? wish. UnshacklingMistress Crowfoot's to€s, her back to Selwick,where Liam and Isa are watting 49 As lhe water fills the gourd, the flaskbeglns to glou' with a goldenlight aiJ feelswarm in vour handsYou havebeen truly blessedYou now have in yoLrrSrasF a Healall, a universalremedy against all ls. lMenever er.ept during(ombat lo restoreL,P to 6

5E In the rush to get out of the room you trip ove. and Beyondthe archwayis an alcovein which liesa sLone end up being hampledby everyoneelse feeing fiom coffn. On its lid a sword is etched in high relief- This bhe bear, leaving you bruisedand battered(lose l could be the burial casket of the warrior-pri€st srAMrNApoinls). You pick yourselfup, only for the Gwythain,or it could hold anotherguardian of the door to be slammedin your faceand baned from lhe tomb.Do you wanl to openlhe coffin(turn to zro) or outside.You have no choicebut to face the angry will you Jeaveit and go on down the funnel(tum Lo beast.Tum to 164. a341 5f60

59 The hazeclean slightly and you ffnd yourself following a sLreaminto the heart of Bla&mire. Through the Bloomyou canjust makeout what looks like a hut of woven reeds- Moving closer, you see it is covered with mud andgrass, and a mossycoverinS hangs over lhe entrance While you are sLudyingthis strange dwelling,you hear the water of the streamlapping against its banks as a raft approaches,steered by a cloakedfigure wielding a long pole.The raft comesto a halt and the figuresteps on lo the bank.Seeing you, iL comescloser and pulls backils hood. The creature standingin front of you rs greenishin colour and is completelyhairless, with a swollenbelly, bulbous eyes andskin which looks scaly.Its handsend in clawsand it has webbed feeL.The creaturegurgles something incomprehensible,and you see it has sha+, pointed feeth.Distrustful o[ anyonewho choosesto live in Blackmire,will you atlackthe creature(turn to t6) or try to communicatewilh it (tum to jo7)?

5o The eldersinvite you to attenda banquet,to be held that eveningwith yourselfas guest of honour,but you declinesince less than two days remainrn which to find the Blart Grimoire.loo ask the eldersabout the book,but lhey know only that it rs an infamoustome of evrl spellsfrom legend,and they know nothrngof ih presentwhereabouts Before yor-t leave Aryll, how ever, you are given a bag containing6 Gold Pieces and enough Provisionsfor 3 meals,as a rewardfor your bravery.Tum to j59. 61-63

61 64 At first liShl you leave the hospitality of the farmer You quicklygulp down the conlentsof.the flaskand and his wife and sel off along the road out of Selwick feel a golden wamlh permeateyour whole body as This track leads to a junction with another from lhe the panaceadestroys the plaguewithin you Reduce south, where you take the tuminS westtlards inlo fhe your rNrEcTroNscore Lo zero and restoreuP lo 6 hills. Tum lo .:8o points of srAMIN,1,bul lSnoreany other inslructions given as to the useof the Heal-all(cross the Heal-all off your AdxentureSreet; you may not use it aSain) Now retum to the paragraphyou came from and continueyour adventure

62 The thief takestwo items from your backpack(ooss any two itemsolf yo.c;,AdoenLure Sheet) Now tum to 6S Roll three dice.lf the total rs less than, or equalLo, 63 your srAMrNAscore, tum to r77. lf the total is greater The inslant the powder touchesthe rat, the creatwe thanyour suvlre score,turn Lo294. begins to swell and changeshaPe mPidly Sitting dazed,on the floor in front of yorr is a middleagei 66 womanwearinS a hoodedrobe _ MistressCrowfoot: 'Creetings,traveller,' says the man 'l am on my way Do you have a set of shackles?If you have,tum tc to Selwick-May I takeyou thereon my horse?You 35o,if you haven't,turn to 181. do not want to be out on the road after duskin these 57-6a 6fza parts,I can assue you.'Do yorj wish to acceptLhe immediately(turn to 277),or will you visil the herb rider'soffer (tum to 2jj), or will you politely decline gardenfirst (tum to 355)? (turnto j85)? 59 6, The massof fightingbodies parts aad you find yourself As the guardlooks in the other barrels,he is suddenly confrontinga grotesque,goat-headed Demon wieldrng startledby a cat and bumps rnto your barel with a heavyspiked mace. enoughforce to lcrock if over There is nothing you GOAT-HEADED DEMON srtrr sr,{MINA10 can do as your bafel rolls down the skeel, knocking 9 over [he otherbarrels in iront of it. You hearshouts oi Ifyou defeatthe hellspat{n, tum to i97- surpriseas the milrtiarnenar€ confrontedby the hurt Iing banels;many collidewith the men,sending Lhem ,o flying. Your banel picks up speed until at last it Using lhe tinderboxused to light your lanlem, you crashesinto Lhecorner of a house You drag yourself set hre lo lhe hay in the cart Froma safedistance you out of Lhe wleckage,bruised and baltered (lose 2 watch as the haycartbecomes a blazingconflagration sr^MrNA points).Finding the gate now Unaltended, in secondsand the fire spreadsto lhe sLables-Horses you quicklyflee the town-Tum to joo. breal free of ther stallswhile panic-shickenoutlaws run around in the courtyard, trying to douse the 6a flamesWith all thrsconfusion going on round you, it When you've finishedreading, you see that Brother is an easymatLer to enter the keepurdelected Turn Calamusis anxious that you should not delay any to a2S longerin lhe library.Do you wanLto leaveLhe abbey 7a As you approach,lhe figure remainsperfectly still You turn Lhebody over and are sho&ed to seethat the man'sface is coveredin red,inflamed blotches, as are his hands.The man slowly oPenshis eyes and says,'Stranget if you are going to rob m€ I cannot sfop you; but you will be for ever cursed,for I have the plague.'If you still wanb to help the man by giving him some of your Provisions,fum to a68 Otherwise,tum to 126. You find the Grimalkin,trapped in a corner of the slable It hrssesas you approachand lashesout at you with ils claws.You have no choicebut to fight the I-P

CRIMALKIN SKILL6 STAMINA J

If you wi4 tum to rzr.

You iend o[[ the disease-riddenUndead wilh your sword as they try to grasp you with clawedhands fight lhem oneai a trme.

SKILL STAMINA first PLACUEZOMBIE 67 SecondPLACUE ZOMBIE 76

If you win, add4 to your INFEcrroNscore. Putting all your weight againstthe doors,you push them open far enoughto squeezethrough Tum to 259.

74 Walking through the foresL, you feel uneasy, as if hundredsof pairs of eyes are following your every move Soonyou seea rocky knoll appearingbetween the trees.Leaning precariously against one sideof Lhe knoll is a hovel madeouL of wood ard coveredwith mossand bracken.A thin trall of smokerises from a holern the roof. This mr.rstbe LheWodewitch's abode. Peeringin througha grubby window you can seeno one inside so, trying the door you enter the hovel 75-77

its hrndlegs in you its razor'sharp The dwelling is dirty and untidy, furnishedwith a order to at[ack with claws. crudetable, a chair and a straw-coveredbed Stackei on shelvesand tuckedaway in hollowsin lhe sideo: BAITEDBEAR SKILL 9 STAMINA 8 fhe knoll are numerouspots and jars containingpre you paredingredients for the Wodewitch'sdiabolical con' lf defeaLthe creature,ium to 582. coctions On the table is a pestleand mortar and e collecliono[ sirangeplants and fungi. \ ou spinarounc z6 'l you, your asthe door opensbehind you wam strang€r,'the creaturesays in own languageas it seesyou draw your sword,'l am not as Standingin the doorway, holding a pile of bror,r defencelessas if may appear.'Will you ignore the mushroomsrn her gatbered-uprobes, is a stoopedolc creafure'sthreat and presshome your attack(turn to hag. Her hair rs dirty and matted,her fealuresare 247),or will you takea morefrrendly aititude (turn to angularand her skin is a srcklygreen colour Seeing 307)? you, the Wodewitch drops the mushroomsani screechessomething rncomprehensible at you. Taking a gourd fiom a pocketin her robes,she pours some o: its contentson Lothe earthenfloor Someof lhe liqui; splasheson lo a cockroachand you slarein horror as with a disgustrng,stretching sound, the creafures body expandsunlil it is over iwo metresin lengfh Clickrngrts mandibles,the giganticjnsect scuttles to' wardsyou You musL6ght it, The cockroach'scarapace is as had as plale-mailarmour. Each Lime you hil i: you inflicfonly 1 poinl of damage(2 pointsif you usr LUcxjn this baflleand areLucky, but no pointsrf you areUnlucky). 7' You Ieap up on to the haycartand snalchthe reins GIANT COCKROACH sxrl! 7 from the farmer,who is rousedfrom his torpor. You If you win, tum to j16. tuge the horse directly at the gate. In surprise,the horselumbers {orward, However, the gate is closing qncUy . Tesfyour Luck.If you are Lucky, turn to 1rZ. If you areUnlucky, turn to 282. The animalputs on an aggressiveshow, rising up on ,E-29 ao

you do not havei! or if you do not want to drink it, tum to 56.

Eo

You emerge from Blackmire on the road Lo Selwick. aa a2-44 you havebouSht what you want,tum to the appropri- 82 ateparagraphs to find out what you now possess. The crossbowbolL skikesyou betweenthe ribs. The shockmakes you releaseyour grip on the wall, and Sage'sbones 20 Gold Pieces Turn to 14o you fall into the sheet(lose 4 sraurx,l points),where Analand tapestry 1J;Gold Pieces Tum to 244 the militramenseize you and take you fo the nearesl Priest'sblood 8 Gold Pieces Tum to 59E blockhouse.Tum to z5 Bishop'sportrait 6 Gold Pieces Tum Lofoj Shroud 3 Gold Pieces Tum to 197 Topazpendant rz Gold Pieces Turn Lo15 a! You unlock the cell door and Tira runs out happily When you have hrished at this stall, you continue to efore you have a dunce to change your mind. makeyour way round th€ market.Tum to 218. 'Ihank you, stranger,'shesays. 'l owe you my life,as I would surelyhave been burnt as a wilch if you had 81 nol grantedme my {reedom,In retum,I'm afraidI can Meg, the landlady, is an amiablewoman and she chats only offer you help againstmy mistress' You askTiIa freely about trade and the weather She also tells you to Lellyou as much as she can.She puts a hand into about a monsfer that is living in the area of marshland her ngged robes and pulls out a small iar 'lf you near Fenford known as Blacknire: it has be€n tenodz- should ever meel Mistress Cror#oot, she will no ing local fatms and carrying olf livestock. You decide doubt try to trick you by changingher shape,for she you can trusLher, so yr.rutell her a libtleabouL youl haspowers of transformaLion.If she does so, you must quest.Witdrcraft andDemons,' she says with a shiver. sprinkle some of lhe powder from this lar over her to 'INe don't 'ave much to do with that sort of thing keepher in hu:nanform' round 'ere. If it's 'elp with witches you want, that rnan over there in black is a Witci-hunter. He arrived 'ere You [ake the jar and thanl Tira. The two of you fwo daysago buL'e'sa miserableone and doesn'LLalk creepeasily past the guardswho are not expecling lo anyone much. Bamabas,the friar, js our local 'oly anyoneLo escape,and you part companyoutside the rnan.'E's a clever'un, so 'e might be ableto 'elp you.' town walls,Tum lo r5z. Now, will you: Talk to Bamabar the friar? Tum to 21f a4 you Talk to the Witch-hunter? Tum to 348 As sprinklethe powder over the Grimalkin,the Talk to the farmers? Tum to a88 Imp leapsat you and sinksits leeth into your Lhigh (los€ Leavethe Brindled Cet and Fenford? Tum to 4g 2 sr^MrNApoints). Tum to 1j2. a5-a6

85 Dusk falls and tuming down a crowdedback-streef, you come lo a threestorey stone building wilh a painted sign hanging outside declarrngthat this is indeedthe Pilgrim'sRest The signitself is an excellent rvork of art. it shows a pilgrim carryrnga scrip and L"aningon a slaff, passinga mrlestonepointing to Hallowt Well You passunderneath il rnLothe court- yard of fhe hostelry.There, osLlers lead your horsesto the stableswhile your parLymake their way into the

The inLeriorof Lheinn rs one of kaditionaloak beams and whiLewashedwalls Tablesare set out round the barroom, with a large fireplacein the far wall. A {ew customersare dotted about,siLtrng by thernselves,and a large group of well-to-do pilgrims rs huddled to- gelher in front of lhe Ereplace.Lady Attana thanks you againand handsyou a pr.rrseconLainrng your fee o[ ro Cold Pieces.She goes over to Lhe group, Inviting you to loin lhem, while her enlouragego upstairsto prepareher quartersand your room. Do you want to jorn the group of pilSrims(tum to 1o), buy yourselfa tankardof ale at the bar (tum to 5o9), or leavethe bar and retire to your room for the night hrm to r79)?

Carryingthe monsLelshead back to Fenford,you find lhe famers waiting anxiously outside the Brindled Cat However,when they see you wrth your grisly irophy, they lebout a cheer praisrngKachasta, patron S7 AA-91, of farmers,and bustleyou into the inn. There Lhey 88 buy you a flagonof ale (restore1 STAMINApoint) and One of the guards saw through your plan, but he are alreadybeginning to exaggeratefhe details oi standsas the only obstaclebetween you and freedom your adventureand their involvementin iL. As pay lle runs at you, brandishinghs sword. ment,the farmersprovide you wiih enouShProvisions MiLITIAMAN SKILL STAMINA 8 for 4 meals,as well as giving you a purseconLaining 9 ro Gold Pieces-With their praisesstill ringing in your J you win, you escapefrom the town through the ears,you takeyour leaveof lhe farmersand tal

az 9o You lift the rnarvelloushelmet irom fhe ancientskull The brte the pipels raLgave you becomesinfected by andplace it on your own head.Your eyesare suddenly the contagiousplague Add 2 to your rNFEcrIoN drawn to the hollow eye-socketsof the skull A chjll scoreTurn to 229. goes throughyou and you hear a harshwhisPer say, 'Leavemy body in peace.You have desecatedm1, 9a lomb Sacrrlege..' As you waLch,the skull starLsLo Zillah, the book says,was a pdes[esstending the crumbleand the voicein your headbecomes a scream Scrollsof Cheelahat Shekin,in southemRuddles[one. You pull Lhehelmet from your headand flrng it away There,she spentmany hours every day readingthe You havebeen badly shakenby this experience(lose 5 annalsof hislory, kept at the shrine.However, iL was rArrH points and 1 LUCKpoint) and prepareto leave rvhileshe was readingan obscr.rremanuscriPt by one lhe barrowwiLh allhaste Turn to i4i. DemetraVen, that shebegan to doubt the accuracyof 92 93-94 cerlainreligious teachings Everyone had alwaysbe' 93 lieved that vrhenthe Trickstercreated the frrsl humar Your grip on the stoneloosens under the force of the beings,it was Man who was made first. But no$ runicane.You are sn'eptup inlo the air higher and having read lhe parchment'sinterpretatlons of certai" iigher,while your body is bombardedby flying debris. holy texts, Zillah believedthat it rvas not Man bu: lVhen the groLrndis out of sight {ar below, the wind Woman who had been creaLedfust. Zillah soon buil: suddenlystops alLogelher The BedlamHags on their up a large {ollowing of p esLessesand oLherwome! :roomstickscackle as you plummetto your death but, when the establishedreligions saw how powerfi. the secl was becomrng,they made their move, Zilla. being among the lirst to be hangedfor her hereLica views Tum to 68. ,

92 94 'Your decrsion.'Thewoman nods io the other oullal: Themen who attackedyou suddenlygive up fhe fight You hear the twang of bowsLrings- then feel then and flee back rnto the trees, the maskedstranger strike you. You fall Lo th€ ground; your advenlure i. gallopingalter lhem. If you want lo give chaseinto :heundergrowth, tum to 2j, rf noL,turn Lo19a 95 96-97 95 Eerie cries echo among the leafless,twisted treescr 95 You havebeen travelling into the hills for only half an the WitheredWood As you, Karadand the Resistanct hour or so, when you start to sweat heavily. Red wait, hidden rn the undergrowth,lhe crescentmocr blotchesappear on your skin and some open into risesbetween the wriihinS stormclouds,blood'red: lveepingsores- The Cankermay still have rts revenge, colour Shekka'sMoon Half an hour passesan: asyou arenow dying from the plaguelIf you have a thereis strll no sign of lhe coven Then a tremendor-* Heal-all,in desperationyou gulp down the contenLsof crashoccurs and the sky is torn apart by a bolt,'r the flask and you feel a golden warmth spreading lightning that streaksout of the clouds,hitting t!* throughyour whole berng.The blessedpanacea has ground away to Lhesouth-west A roar echoesacro:r destroyedthe plaguewithin you. Reduceyour rrrrc the hills ard a dark cloud,blacker lhan the nighl skr TIoN score lo zero and resLoreup to 6 points of rises into the air over Claybury. Soon the who.t srAMiN.4,but rgnoreany oLherinstructions given as village is ablazeand Lhescreams of the dyrng teara to the use of the Heal-all.Cross the Heal-alloff your your hearf.The Casketof Shadowshas been openec AdoentureSheet and tum to 249 If you do noi havea and the InfemalBeast released. With the Kurakilat tb. Heal-all,the Cankerenioys the ultimaLetriumph ... in head of his army of Demons,nothing will prevc: your own Lortureddeath- Nazek the Warlockand his dark qoddessdominah.: lhe northemlands. You havefaileJin your mission 97 Trudgingthrough the swampmakes you very fatitued (lose 1 sraMrNA point) You resLbeside a stagnant pool where grow an abundanceof plants and fungi thatare useful Lo herbalists and physicians, Frostflower with its snowflalelikeblooms; Eyebright, a plant with small black leaves and white flowers; Toadwort, a plantwith mottled brown-and-greenleaves; and Scral- lus,a noLableproperLy of which is thaf ibsspores can inducea hyanotictrance. Having gatheredas many of theplants as you like,will you go: Left? Tum Lory4 RightT Tum to 59 Straight aheadl Tum to a9E 98

9E You walk through many squaresand down winding 5keetsuntil you hally reachthe West Gale, which standsopen, leaving the road into the hills unob- skucted-Two of the Lown'smilitia force,guardmg fhe gate, take no notice of you; you pose no threat. Suddenlyyou becomeaware of lhe sor-rndof gongs andbells, accompanied by chantrngand a deePrum- bling sormdThe closeryou get Lolhe gate,the louder ihe noisesbecome and the militiamenbegin to look anxiouslyat eachother Peoplein Lhestreet hurry oul of the way as from round a comer comesone of the skangesLcollections of people you've ever seen.A group of men and women are walking along lhe road towardsyou, hitting gongs, cymbalsand bells, and dLantinein a monotoneabove lhe din. Most of the peoplein the processionare wearing plain, grey robes, rlthoughsome are clad only in loincloths.All of them, howevet are in some way inflicting pain on them selves.A bald man at the front of the group has a metalband round his head,which seemsto be spiked on the inside,and anothersimilar arlefact round his neck.Another man sLaressk)'ward while beatinghim- self\.rith a caFo'-nine-lailsOne woman,almosf in a kancewith the chanling,grips hoLcoals in her hands. Theseare the Acolytesof Pait religjousfanatics who believethat to get closer to their gods they must mdure great physical suffering. They are feared by all, includingthe town militi4 becauseof the atrociLies drey commit in bhe name of religion. The rumbling soundis causedby a huge, wooden, spokedwheel, severalmebres in diameter,with a man stretchedout 99 on the hub as rf he were on a rack The wheel,which 100 is coveredwith spikeson the outsideedge, is rolled It has gon€ midday when you enter the village of along by severaloLher fanaticsi it has ropesattached Fenford.the sly remainscloudy and grey. and the to it, which pull oth€r disciplesalong the road in a rvholevillage seems very quiet. ]ou mayrest here [o bruisedand bloodiedstate Caughtup in watchingth,i eatProvisions if you wish In the middleof the village spectacle,too late you realizethat you are directlyic is an inn, the BrindledCat; perhaps someone there can Lhepath oi fhepro.es:ron The bald man:ees you anc help you in your searchfor the Bla& Gnnoire.Will calls a halt. Immediatelythe noise ard the chanfinF !'ou enter the BdndledCat (tum to j4) or wilJ you stop as the wheel creaksto a standstill'Brothers arc passsfraighf through and leave fhe viilage (tum to sisters!'he shouts 'An unbeheverwould profanethe 18)? sacredway to enlightenment.The unbelievermLrst b. lested:lhe Sroupof acolltescheer al thisannounc._ ment and severalrun towardsyou Will you wait l. seewhaL happ€ns next (turn to 51)or makea run for ]: (turnto 275)?

99 Coxcombthe Clown moveson to the next custome: andyou retireto your room The nighl Passeswithou: incidentand you wake up, fully refreshed(restore r to 2 sr.aMINApoints). You leave the inn and ar; immedntelycaught up in the early-momingthrong o: peoplealready making their way uP the narrow she- to the Mark€tSquare Tum to r5r

ao1 ':ou pull the belladonnafrom your pack and quickly iew a sprig. The poison in the plant immediately :akes yoLrsick (losez srevtrl points)but at least -rou are now cured of the terrible disease.You are :rable to sleepproperly for the rest of the night, so aith the dawnyou areon your way again.Tum to 57. ao3 Speakngin a low murmur,you sLartio readthe sp--l UnfortLrnately,the thief somehowmanages to stealall that will prevent the releaseof the Kurakil As if : your goldl (Crossoff all your gold from your ArlaenLure response,Nazek looks up and shouts,'Brothersa-,: Sheet)You do not discoverthis until it is too late to sistersrWe are attackedl'Karad and the Resistance':: do anythingabout it. Turn to 5r3. nol hesrtdtePourinS into the crvpt.they errgoge . . covenin baltle beforespells can be cast.You start:: 704 readihe spellonce more. A stabbingpain sears ihrouJ ln the flickeringlighl from your lantem you do nof your chesland you cry out and double up in ato.: see [he narrow pit that cuts acrossthe passager{'ay (losef sraMrNApoints and 1 sKrLLpoint) StandinF i Tesf your Skill lf you are successiul,at the last few metresaway, a young witch is holding a cmde. mom€nt you manageto Flingyourself across Lo the shapedwax doll, into which sheis stickinga rongp olher side of lhe pit and carry on along fhe tunnel Beforeshe can cripple you further,you run at her rr: (tum to 267) If you fail, you are unable to move yoLlrsword. quickly enough to prevent yourself lumbling Into (lose WITCH SKILL6 STAMINA ] ihe hole 1 srAMrNA point) Having climbed out of the pit, you carry on along the h.rnnel(tum If you krll the wiLch,will you try and use Lheci;i to 1,67) againstNazek (Lum to 24j) or fi8ht your way Lhrou- the mal6eto reachlhe Warlock(turn to 3r9)? ao5 Enthusdied centuriesago. How will you summonthe spiritof the deadpriest? Will you use, The candlesand prayer? Tum lo j6o The blood of a priest? Tum to 296 A Heal-all? Tum to 265

ao6 The old manchuckles to himseli 1f yer want me 'elp,' he says,'firsf you must ansr/erme riddle.' Do you wanL to hear the riddle (tum to 151), or will you lgnore suchioolish gamesand try to escape(tum to 30)1 ao7 ao9 With yor.rrlantem lit, and making sure Lhe rope is By strength of will alone,you overcomethe mind- secureat the top, you swing yourselfover the parapet cloudrngcharm With a loud, hollow boom, the chesl andinto lhe well, andyou starLto lower yourselfhand |d drops shut. You look up, to see that the Beastis overhand. Your lanternilluminafes only a smallsection almosLupon you. Tum to 2jo. of th€ verLicalshaft a[ a time As you descend,you can hear a sloshingsound beneath you as someLhing 110 startsmoving around in the water below. Al[hor.rgh I :aid the redball. Coxcomb laughs. opening his lefr blind, the Devilworm has pickedup your scent.The hand.'The blue ones in this hand.Bui here,taLe ir. next thing you feel is the creafure'sjaws round your The clown throwsyou the blue woodenball (addthis middleas it preparesto bite you in two. Your adven- to your ldnenlwe S/reet)and pulls the red one out lrom underhis hat. Coxcombdances away from your table,followed by his bandof adrnrrers,leaving you to retireto your room.The night passeswithout incident and you wake up, fully refreshed(restore up to z srAMrNApoints). You leavethe inn and ar€ immedi- "lelycaught up in theearly-moming throng of people .lready makirg their way up fhe narro\a\treel lo the MarketSquare Tum to 1j1.

1()9 Alt Ashononrr'sAlhagesl is a textbook that contain: information about predicting certain astronomica- events.You comeadoss a referenceto Shekka'sMoon Most of what you find relates to Lhe calculations necessaryfor deterrnininSwhen Shekka'sMoon uil rise. Howevet you also dtscoverthat Shekkais ar. dncientBodde.s of wit(hcraitdnd thal her moon rise.. everyjZ years,the evenlalso being known as Witches Moon. When this occurs, the goddess'spower rs strongestin the world Tum to 68 aaa 'Only those who are worthy may enter lhe burial- placeof the Guardianof the Land,' the High Priest announces.'The meansof testing is decreed-'The dnridsmake you kneelbefore a smallstone at fhe far side of bhecircle, there are numberscarved rnto it. Spreadinghrs arms wide, the High Priestspeaks again: 'This is the EquinoxStone, with which are calculated ihc holy cycleso( the year.Like all suchstones, it has a mystjcnumber of greafpower andimportance What is lhe mystic number?'Staring at the carvingson the stone, you frantically lry to reasonout what the myshcnumber is (takea look at the illustrationon the page facing this paragraph).When you think you Icrow Lheanswer, tum to the paragraphwith the same number If lhat paragraph does noL make any sense, yoLrhave chosen wrongly (tum to jo5). If you cannot soLvethe puzzle,you tell the druid you do not know what lhe numberis (tum to jo5)

aa2 On your retum, you and Sam board the ralt again, which he guidesround the islandand acrosslhe lake, to the westem shore Sam tells you the quicl

bows andstaves. WillYou: Do asthe outlawsays but with the inlentionof trickingher? Tum to 2i2 Standyour ground? Tum to 45 Makea run for ifl Tum to 12E

aa' Rarerherbs on offer includePhoenix Grass, a red-and

neither,turn to 589. aa'-aa6

aas a7-7 Pressingyor:r face against the grille, you shoutfor Lhe First,Talpas marks out a circleon the sandyfloor of guardfor at leastfive minutes,to no avail 'lt's no the chamber,then he pulls a handful of flat stones, 8ood,' a young woman'svorce comesftom another with esoLericsymbols eLched on Lhem,out of a bag cell, 'Lheywon't hear you.'Now what will you do? and throws them into Lhe circle. 'Ah, yes,' Talpas Will you try to breakthe door down (lurn to 4Z),wait mutters,sLudying the runes 'l see the Runeof Good for a guardto bring you a meal(tum to 525)or accept and that of a warrior,those refer to you. Here is fhe the beggar'soffer of help (tum to j44P Runeof Mystery, your destinyis uncertain,and here is the Runeof Secrecynext to that representinSa man, possiblysomeone you havemet before?I alsosee thaf you mustvisiL a placeof deathand a placeof worship' Talpassuddenly freezes in terror 'No, it cannotbel'he exclaims,staring at onerune thal hasfallen just ouhide the circle-The symbol on the rune is three crossed lines,the Witch'sMark 'Shekka'sRunel' Talpas shouts in panic.'Butthere rs no suchrune in my possession!I 116 fear that dark magrc is at work here' The Molekin The Salamanderpotron works perfectly You reach humedly puts the runesback in their bag, btrt not rnto the frre,feeling nothing more than a warm glow, before throwing the Wilch's Mark into the fire He and pull ou! the horseshoe,which hasreddened n lhe ushersyou out of the chamberand down the tunnelto heat.The crowdleLs out a gasp.'Trickery!' the Inquisi a smallerroom in whichis a rough strawmattress, and tor yells 'This is wilchcraftl'The man advancesto hereyou spendthe night peacefidlyTurn to r5. \aardsyou, and the crowd backsaway as he doesso Under the hood of the cloak you can see the man's eyes burning with insanefury The tnquisitoropens his mouth to speal again but, rather than his own voice,a raspinggrowl issuesfrom hrs throat, 'So You mustbe the one spokenof The Spellbreaker.'The crowddoes not seemto be awareof whaLis going on If you know a DemonicWord of Command,you had bettersay it now (tum to :rZ); if you do not, turn to aaa-a19

1ag wade out into the middle of the streamwnere rne .urenf is slrongest.lt wrll be hard leeping your balancein the fast-flowingwater. As a resulf, you must reduceyour Attack Strengthby anotherpoinb however,al leasinow you will be ableto wound lhe Devilworm

DEVILWORM SKILL 10 If ai any time you roll a doublefor your own Atfack Strengthduring the battle,turn to r7z. If you de(eat themonster wilhout rollingany doubles,tum to 5:

ar9 Your blow strikes the worm with such force that you slice if completely in half. The segmentedcoils writhe around, trying lo locate each ofher_ As soon as the

Looking down at the prpels crumpled body, you notice his pipeslyinS next fo him Blowing into the ning water is the fast.flowing mill-race of the dereli,t Pipes,they begin to play a tr-rneall by themselves mill - perfect! Io lead the Devilworm to the wdier You alsosee that the man js wearinga-n amulet round you must keep fighting il as you to downhill towdrds his neck in the shapeof the CrescentMoon, If you th€ mill-race. This will take six Allack Rourds and takethe CharmedPipes or the CresrentMoon Amulet, while you are fighting ljke this, you will not be able to makea note on your AdttenlureSheef Hearing a shout cominSftom the directionof the SouthCate, you iook up to see three of the town miliLiarunning towards you. If they catchyou, you will doubtlessbe tried for rnurder- althoughyou have savedthe whole town from lhe plague!Do you want to facelhe militiamen rewardyou'Will you help the peopleof Selwick?If (turn to 269), or would you raiher lry and outrun you wlll, lurn to 46, if you won'|, LurnLo 61 them(turn to 222)?

White+obed rnitrates guide the pilgrims to the Hallow's Well itself, where they collect the healing watersin speciallyprepared gourds and pray to the goddessfor her blessrngEventually iL is your tum The gourd costsyou z Gold Pieces,as Lhosewho can makean offering are expecledto pay, to help those who are less fortunate.The spring aclually emerges from a large boulderwhich standsin the middle of the temple,lhe water collectingin a naturalbasin in the rock.You uncorkthe flaskand, holding it underthe small cascade,6llit. Roll one die and add 4 io the result.If the total is lessthan or equalto your FArrH a2a score,tum to 49; if it ls grcater,hlm Lo352 If the Crimalkinhit you threehmes or more,you must alsolos€ 1 sKrLLpoint, due to lhe Imp s iaintedLouch Beside the creature'srapidly decaying body you Astradd'sHoly liuds is nol one book but a seriesoi glimpsea sLrangesymbol wrltten rn the dirt on the four largevolumes, containing accounts of the lives oi stablefloor Clearingthe straw a ay, you 6nd the many well known - and somenot so well-known- causeof ihe farm'scurse: drawn on Lheground is a priestsand sagesfrom Ruddlestone'spast ScanninS hex-mark,a maSicalsigil which athacLsill to a place. the conLentspages, you see referencesto numcrous anything from bad luck to disease-You rub out the headsof religiousorders and miracle-healers,but from hex-mark lifting Lhe curse from the farm (regain r the list Lhreenames grab your attention.You look Lrp LUckpoint), lhe relevantvolumes and page numbersand decide whrchof the {ollowingto readup on Will it be: Back in the kitchenof the farmhouse,you tell Liam and Isa of your 6nd. 'That's the work of MisLress Zillahof Shekin,the Heretic? Turn to 91 Crowfoot all right,' saysLiam. 'Her cotLageis west of The warrior-priest,Gwythain lhe Selwick,in PaddocksWood. If you could captureher, Proteclor? Turn to 18 so she can be brought io trial, all of Selwick will EnthusLhe Martyr? Turn to 184 424 Even while fighting the force of a hunicane you manageto keep your grip on the stone.Looking up into the sky,you seethree wrld hags,wearing tattered blackcloals, cjrclingon their broomsticks!Above the gale you can hear them dranting: "fh .e arcundIhrcE sislers Ily, Rainand hail, and oind andsnow. Thice aroundthe stormy sky, Causingbedlam wher'er Lluy go, It rs Lhesewitches who have createdthe hurricanein orderto stop you completingyour quesb.However, a numberis hiddenin their chantand, i{ you canwork it out, then pefiaps you will be able to break their spell- If you krow what the number ir tum to the paragraph with lhe samenumber. If you do not know what the numberis, or ifyou get it wron& tum to J9o.

Your searchat last brings you Lo a stone spiral staircasethaL climbs up into the keep.Al the top rs a short corridor leading left and right, ending in a door both ways. Will you go lhrough the door to the left (tum to 38a) or th€ door lo the right (tum to 215[

7.26 Leavingthe man behindyou, you follow the slreeLas it opens rnto a gmall square,where all manner of entertarners,from jugglersto ffre-eaters,are pubting on a show for Lhecrowds AL one comer of the square you notice that a rather drabJooking tent patched in a3a-132 manyplaces, has been erected Beside the tent,a fade: the crying of the friShfenedchildren, you sleepfitlully paintedsign infonm you thaf the next puppe! snorl and awakenat dawn feelingjust as fatiguedas the will beginin just a few minutes.Ihe entrarrcefee is , previousnighl (lose r srevrr'r,l point). You decide Cold Prece.If you want to watch the p€rformanc. that lhere is no point in stayingin Driteham,so you tum to 4. lf yo.rnould rarher n-rle yourr,r!. [o!1rJJ follow the road west out of the vtllage, into thc iheSouth Cafc, tum to a57 forest.Several hours pass without incidentbcfore you reach a junchon Will you contrnuewestwards to 427 Mussuck(turn lo 5), or hcad south-wesifor Fenford (turnto 1oo)?

The MarketSquare is full oi stalls,with tradersselling everything from ncedleand thread to a saddleand harness. a28 It is likely that you will 6nd somethinguseful for salehere. You hare off in the directionof the trees,knockir: Severalale,houses are also situatcd al thc edgcsof fhe squareThe hcalng well is at lhc one startledrogue over in 1,ourbreak for freedom.: iop of thc hill to lhe north, and sfrccts you dashinto the undergrowth,adows rain down o: leadout of fhc square to thc southand west Do yolr want to:

Look round the stalls? Turn to 29 Make your way to thc healing Turn to 261 Visit one oi the lavems? 429 Lcavc thc Markel Squarcby going The first banel the guard choosesto look in rs yours. H. west? Turn to 98 calis to his fricnd and in the con6nesoi the oaner tner. Lcavc fhc Market Squarehy going i. rolhing you can do io deferd yoursnlf.\ou soo south/ ror Turn to 272 find your.clf reading the nerrertblockhou

SKJLL STAMINA BLACK CAT 5 4 TOAD 2 z GRIMALKIN 5 3 RAVEN BAT3z on.it and a caived inscriphonrurs round the plinth. Will you: If the Grirnalkinhils you more fhan ty/ice,you must Take the shield? lose I sKrLLpoint. If you defeatall the famiiiars,tum Tum to r4Z to 314. Readthe inscription? Tum to 165 Tale the silver heimet? Tum to 6Z Leavethe burialchamber? 455 Tum to 545 DesperaLelyyou hy to breakthe mesmerizingspell of the music,bul it is no good andyou blackout . . . 45

Mark (dedr-rctz points from both your rucx and rattH,icoret. Cursingthe black-heartedpiper, you nurTredly leavethe to\^/n:ium to 3,oo. 136

aatL At last you mter the burialchamber of Gwythainthe ProLectot Lhe warriorpdesl Servant of the Sword, bearer.Murals covering the walls show fhe hero in As you pray, you sensethe presenceof anotherin the room.Opening yoUI eyes,you seethat a shirnrnering hazehas appearedin the air over the sarcophagusAs you watch, a ghostly figure, looking just like the ef6gy,materializes in the chamber.It is the Spirit of Enthus.'Heroicadventurer,'the spiriL rntones rn a sonorousvoice, 'Evil is on the se and Lheforces oI Order are threatened.In one day's time LheInfemal Beastis to be unleashedupon the world again.Hun- dredsof yearshave passed since I trappedthe Kurakil in LheCasket of ShadowsI did not possessthe power to destroyLhe Beast and could only sendit into limbo, throughLhe Demairauge On(e the gatewayi< re- opened,the Demonwrll escapeand hundredswill die You arenow the only hopefor the kingdom'

The candlessuddenly guLter, alLhough there is no breezein the chamber,and black smokestarts to fill the sepulchre.The dark cloud hovers over the open sarcophagusthen pours into it As you walch,Enthus's bonesjoin togetherand the skeletonjumps out of the coffin The skeletonis surroundedby a shadowybody sprouiingtwo smallhoms, with glowing coalsof pure malevolencern lhe eye-socketsof the skull An evrl spirit has rnvadedthis place!'oies Enthus'sSpirit. 'It mustbe very powerfulto be ableto enLerconsecraLed ground.Destroy it, qurckly!'The Revenantsteps to wardsyou, clawsraised

REVENANT SKILL9 STAMINA 8 If you win, tum to 24. 134-14a 142-143

15E 742 In Lhepresence of disease,the Beggar'sCurse talces Those wretched humanswho are cursed wiLh Lhe effecL;add.z Lo your lNrlcrroN scoreAlso, from now diseaseof lycanthropycan changetheir shapeduring orl eve.y time you get an addition[o your Ixrrcrtor the hours of darknessto go hunLing,ano you nave score,you mustincrease that additionby 1 point, Lose beenbitlen by one. As a result,you will have been 1 LUcKpoint tlrough your misforfune.[f you have a infectedwith the disease.The only known cureis the Rat Bite,tum to 9o. If you havm't, tum to 279. belladonnaplant. If you havesome beliadorm4 tum fo 1o4 if you do noL,turn Lo155 459 The lantern illuminatesonly a small secLionof the well-shaJtat a hme,as you lower it carefr-rllyinto the inky blackness.Eventually the lanlernreaches the level of the waterin lhe well, but you canmake out nothrng unusual:either the monsteris not hereor it is lurkinB underlhe waler.Hauling the ianLemba& up, will you now climb down into the well (tum to ao7) or will you drop a ston€down first,to seeif you car disturb the Devilworm(tuJn to 126)?

140 You open the reliquaryand are pleasedto tind it containsLhe bones as the mansaid. Retum to 8o.

144 The BlessedBlade glows with a blue lighl as you defendyoursell againstthe hellishWraith Rider and 143 his undeadsteed. The warlockappears to purchasesomeLhing from the shorfman then, remountinghis pJtchforkhe flies WRAITHRIDER sKlLt 10 STAMTN^ 9 off aSaininto the night. Do you want to approachthe If you defeatthe specLralffend, both the horseand it nan under the pretenceof buying something(turn to dissolve into thin air, leaving you to 6nrsh your 16z),or will you attackhim and the Lurcher(Lurn to joumey LoSelwick. Tum to 19. a65)? 145

144 As you sleep,you dream.You are on the road t: Hallow'sWell again In front of you standsthe prlgnr: from the irn-sign 'Do not worry,'he says.'l know o: your questand am here to offer you help. The rna. aheadis a dark road and thereare many who wour: seeyou fail.'He handsyou hrs slaff.'Takethis, rt mal help protect you from danger.'The imagefades, ar: the restof the night passespeacefully. In the mornir: 145 you wake up, refreshed(resLore up to 2 srAMr\t For hours you follow the road going west without points),bul are surprisedlo find a slaff lying on th: incident The hills to the soulhgradually peter ouL and end of your bed Rememberingyour dredm.you Prc: you passthe {orestwhich hesacross the Crimiry River up ihe staff and immediatelysense the auraof GoG: lo the north The road slowly iums north andis joined nesssurroundin8 it. In your handsis the Pilgrim'sSta: by anotherfrom the south-eastTo the eastlies Lhe (makea nofe of this on your AdoenLureSheet and ada : mrstshrouded area of marshlandknown to the locals to your rAIrH score)As you leavethe inn, you lor. as Blacknire a dangerousplace, inhabited by many up at the sign and se€ the pilgrim wiLh his scrip,c: terrible creah'rres.To the west you see the hills $at theroad Io Hallows Well- but he no longercan e. : areyour goalbuL above them loom threaLeningstorm- staf[lTum to rlr clouds-You passa signpostpointing norLh; rt has the name'Selwick' parnted on it. Dusk is fallingwhen you catchsight of the villagein the distanceYou suddenly hear the poundingof hoofs on the road behtndyorl and a horseappears out of the darkness.The animalis a fine,bla& slallionand mounted on its backis a well- dressedman, wearing a hoodedcape.

'Creetings,havellet' says the man. 'I am makjng for Selwick; may I offer to bake you there on my horse?You do not want to be out on lhe road after duskin theseparfs, I canassure you.' Do you wish to acceptthe rider's offer (tum to z::), or will you polit€lydedine (hrm to j85I 146-147 4a-49

146 4a It will take too long to make the joum€y back to You pay the falconerand he tellsyou thal lo sendthe Hallow's Well and iollow the other road going west ialconin pursurtof somethingyou needonly say,'One, so you decide Lo cut across country and rejoin lhe h\ro,away.' In this way you can gel the bird to help road once you are well past Aryll Once ofi the road, you fighL againstan opponenf.The falcon has the however.you drert the 'nefty o[ Lhecredtures roamine attibules sKrLL7 srAMrNA5. The falconhas only one the wilderness lhat surrounds Lhe small human setUe attackin a batlle,but you candecide which opponent ii menls lt is not long before your scenl is picked up b-t rvillbe againstThe bnd will 6ghi only if you aredoing a pack of wolves, and momenls laler they are upon ,.otoo Wilh a finehawk perched on your shoulderyou you You must fight all thesebeasts at the sametime proudlymove on to the next stall Turn to 565

SKILL STAMINA 149 6 FirstWOLf 7 Swathingyourself rn one of the outlaws'dark robes SecondwOLf 6 ? ,ou sel off, followlng the woman's dlrections The ThirdWOLF 8 7 Jvergrownpathways twst andturn, taking you deeper lf you survive the attack,you continueacross the nlo the densewoodland. Suddenly you hear an owl moorsunlil you canrejoin the road,several krlometres looting in the treesnear by bul it is still the middle wesl of Aryll, turn lo J67 .ri thc dayt Wrll you carry on along the path (turn to 178)or try to imitatc the call beforeproceeding (turn :o 281)?

147 The shreldfeels lighl on your arm and you are fillec with courage(add r to your curent and Inilial sKtL! scoreand 1 to your FAIIH for this new acqursiiion Now will you read the rnscription(turn to 165),lal. the silver helmet (turn to 87) or leave lhe chambe: (turnto 341)? 450 Crouchingbehind a pillared cloisterand filled with trepidation, you gaze into lhe vast chamber beyond. The o:rpt is qammed with the assembledC-auldron of Midnighf Wlerever you look, you can see witches and warlocksand evenother, more inhumancrealures such as beast"headedDemons and homed Devils. Rurning aroundat Lhefeet of the throng or flapprng through the air above Lhemare the coven'sfamiliars: cats, ratr lmps, birds, flying mammals, reptiles and slimy amphibians Standing on a plinth at the far end of the hall is Nazek the Warlock,now dressedin a plainblack cowl, with the BlackGrinaite open in front of him on a lectem,the dark wood of which is carved to resemblewrithing centipedes.ln front of Nazek is a huge black chestadomed wrth reliefsof someof the foul creaLuresof the Pit - the Demafiauge!On either sideof the chestsfand two brassincense-bumers, Lherr smoky vapours filling the chamberwith a noxious stench In the roof of the vaulted crypt is a gaping hole through which you can see the sinister red crescmt of Shekka'sMoon amid the boiling storm- clouds-The covm are repeatinglheir esotericchant over and over while Nazek readsfhe spell that will open the Caskelo[ Shadows.The Ritualof Unlocking hasalready begunl \4hat will you do?If you haveihe Spellof Locking,you may lry to readit now. in order to counteractNazelis magic (tum to 1o2); altematively, you can lead the Resistanceinto battle againstthe Cauldronof Midnight, using your sword to stop the Warlock(lurn bogr9) $a-452 a5r-455

15a 153 'Right,' says Cynric 'lf yer get me riddle, I'll 'elp yer It was wis€ to stop There is a sharp twang and a get out' He looks at the skeleton.'Mind, Gerald, you crossbowbolt flies past you into a tree on Lheother keep quiet. I dont want no chealin'. Now. 'ere's me side of the road- Yow grotrp is swiftly surrounded riddle by men swathedin dark robes One of them runs from the trees you short jailer's beside with his sword I am lhe sLrongriShL arm, drawn I seLfhe fiisa erfrce I keepJnsl lhe treasurehoard, BRICAND sKtLLz Bufall doorcuillops lone.' I[ you win, fum fo 298. Ifyouknow theanswerto Cynric's riddle, take eachletter ofthe answerand add together the numbers correspond 454 ing lo thoseletters'places in the alphabel.Then turn to Beforeyou can hide behind the cart, the man spots the paragraphwith the samenumber as the foLalof the you. At such closerange your disguisers useless.'l letters.If you camoLsolve the beggar'sriddle, you will don'lknow you,'he says,'ard what are you doingin haveto 6nd anothermeans of escape(tum to 5o). Cex'sdofhes?' The RoSueCaptain raises his iron-shod mace,ready for combat.He is one of the Masks most trustedmen and a skilledfighter. The Fen Beast'slair containsnolhing more than the ROGUECAPTAIN SKILL 9 remainsof previousmeals, so you decideto presson your throughthe marshfust asyou areleaving the clearing If opponentwins two consecutiveAttack Rounds, you seea clumpof mistletoegrowinS in the branches you are knocked off your feet by the second blow of a gnarledtree. If you wish to, you may cut someto from his mace.It takesyou one Attack Roundto 8et fake wilh your,but makea note of whal you cut it up again,and meanwhilethe RogueCaptain gets in an with You wanderon throughihe swampand, unablc unopposedstdke (lose 2 srAMrNA poinLs).If you lo seethe hills becauseof the murky haze,soon realize defeatthe RogueCaptain but the battle lastedmore you haveIosL all senseof direction.The twrstrngpath than sevenAttack Rounds,tum to 3ro If the battle soonsplrts three ways Wrll you go: lasLsseven Attack Rounds or fewer and you defeat your opponent,fum to 70- Left? Tum to 395 Right? Tulr. to g9 Straighton? Turn to :37 Within an hour you becomefeverish, then your body 46-a5a 459 startsto change.Harr beginsto sprout ail over your 459 upper body, head and arms,and your face become: The monasteryat Clayburyhas beena ruin for many lupine in appearanceYour lhoughh are no longe: years Enteringits crumblinggatehouse, you seethat thoseof a hu-'nanbut of a blood-crazedanimal. You- the wallshave been defiled wilh evil rtrnesand graf6tJ. adventureis over. This sanctuaryoI Good has beendesecrated to serve the purposesof Evill An unnaLuralsLillness pervades a55 the mins even while bla& sLormcloudsare wdthing You pour fhe powder over the load The rat bite! overheadHanging in Lhenight sky over the monas your ankle and the raven claws your face with ii. tery is the blood-redaescenl of Shekla'sMoon There talons (losef sraMrNA points).Tum Lo 152. is no sign of the coven, bul they musl be here becausethe monasteryis lhe resting place of Lhe Demafrauge at leastyou hopeit is. You hearan owl hoot and look aroundto seeKarad and the olher Re sislancemembers hidden behind some bro(en columns

'They are here for sure,' Karad whispers,pointing down a flight of worn ston€steps to the hear,1'double doors of the crypt 'We can hear them, somewhere beyondthose doors.' You andKarad descend the steps andpush open lhe doors The smallroom beyondis lit by torches;in the distance,from anotherpart of ihe Haveyou spokento the man from Aryll? If you hare crypl, you can hear chanling.Suddenly two ghosily turn to z:, if you havenot, tum to 187 bats fly down from the vaulted cerling,lherr bodies and wings coveredin dancingwisps of flame.Shrrek- 156 ing, the Demon BaLsatlack you both; you must fight Searchingthe bodiesof the woman and her compa:- ions, you 6nd a Lotalof 7 Cold Piecesand enoug. DEMON SKILL STAMINA 8 Provisionsfor j meais Setting off along Lhe roa: BAT 7 again,you eventuallyreach a junction with a ro;: If the bat hits you sLrccessfullyLwrce in a row, it grasps runnrngeast-west through the forest.You tum rles: you in its claws,iLs next successfulstrike causin85 and after two hoursreach the villageof FenfordTu extrapoints of damageto your sururrl.l asrt delivers a massrveblast of fire [rom rts body. If you kill the L52

Demon Bat, Tesfyour Luck If you are Lucky,tum fo they takeyou lo see lhe village elders,who are in a 5o8; if yor.rare Unlucky, tum Lo394 largesLone buildrnS in the middleof Aryll. While yotr are in Aryll, you could catch the plague a6o yourself.Normally several days pass before the disease You discoverthat bunchesof commonherbs cosl r endsin the vlctrm'sdeath, but lncreasedexposure to it Gold Pieceeach, whereas bunches of rarerherbs cosL 5 will increasethe rate of infectionin your body You Gold Pieceseach The apothecariesalso offer their mustkeep a closecheck on the piague'sprogress; this own Healing Infusion for only z Gold Pieces;lhis, is reflectedby your rNFEcrroNscore (start a recordof Lheyclaim, cures all maladresand agues 'We alsodo this on yo:urAd'enfwe Sfteef)- At present,your rNFEc leethpulling and minor amputations,'Hemlock adds TIoN scoreis r. If your llrrcrroN scoreever toLals cheerfullyJf you are inferestedin the commonherbs, 15 or more,irnmediately make a note of the paragraph tum to 29o. To purchasesome rarer herbs,tum Lo you are on and tum to 13, unlessyou areengaged in 1aj If you want to buy a lol of HealingInfusion, tum combat.For now, if you haveany Aramanceor Tagriry to If nolhrng here encouragesyou to part with 35 lurn to 224.Otherwise, turn to j2r. your money,turn to j,89

a6a Using lhc barrelsas an aid, you scrambleup the wall and Braspthe parapetjust as the mrliliamenarnve on lhe sceneOne of them levelsa crossbowat you and fires Tuf your Luck l( you arc Lucky,tum to :87; rf you areUnlucky, lum to 82

a62 As yoLr enter the village of Aryll you notrce ihat many oi the buildingshave largc red crossespainted on their doors,a sur€srgn of plagucin the household Near by, two men are unloadingbodies from a carl and throwing lhem on one of the bonfiresThe smell of the buming lums your stomachbut, determinedto help thcsepeople, you call out to the men and explain lo themwhal your intentionsare With smilesof relief

_^- a63-a5S

a63 With a cry, you chargeat the monster In tum, it lets oul a spinechilling screamand lurcheslowards you, ils strongfists its only weapons

LURCHER SKILL 9 STAMINA 9 If lhe Lurcherwlns two AtLackRounds in a row, it graspsyou round lhe neckand Lhrottlesyou; roll one die arrdlose thai many sTAMINApoinfs! Ir you oo rror freeyourself by winning the next Atlack Round,then you sufferLhe same extra damageIf you win, tum io 502

a64 Severalcustomers are peering through grrllesrn lhe wall to watch the fight - and someare even beiting on the outcome With the door shut behrndyor,r ard no way out, you prepareto defendyourself againsl ihe bear If you want Lo useyoLrr sword, tum lo 75 If you want lo usesomeLhing else, turn fo j2E

a65 By the feebleLght of your lantemyou arejust ableto make out lhe words ca ed into the plinth. The in, sc ption reads:Llere rcsts the ntartaLbody af Cuythain thePraLector My weaponsof tnfh shallserue Lhe noble- hearLetl- but leaoemy armorr infad to det'enrlagainsl the forcesol ELemalNighf. What will you do next? Will you take the shield(ium io r47), take the silver helmet (turn to 8Z) or leave the chamberlrurn ro 3lJn a66-L67 a6A

a66 sTAMINApoints) The creafurethen dropsto the floor and slips under fhe kitchen door be{oreanyone can slop il You open lhe door and run out inLothe yard, iusLin trme to see the lmp wriggle under the stable Coor.You fling open that door and see the creaLure link its teeth into the rump of the horse sfandrng wealthrs the numerous,omate rings shewears on her :here.ln par& the animalkicks out with its hind legs plumpfingers. Lady Attanaand her party of ladies-in Testyour Luck- lf you areLucky, tum to 29i If you are steeds; waitingand bodyguards are all mountedon 6ne inlucky, fum to 599. her servantsfollow with her possessionson mules There is also a horse saddledand ready for you to a6g nde. You mount and are soon on the road aSain Ihe man managesto eat a single portion of your :rovisions(cross this off your AdoentureSfieet). 'Thank .o: my friend' he croal.. but in helpingme volr rave put yourselfat great flsk'You assumethe man :as cometo Hallow'sWell to be curedof the plague pilArimaRekom hermanor at lde to seewhether lhe 3e confirrnsthis adds, 'heiling and lt took me two days to water"of Hallowt Well could relievelhe :eachhere becauscof my condilion,but I fear it may discomforLshe suffers in achrngjoints ieady be too late Othersfrom my villageset out as r;ell but could not get even this iar.'You pressthe Soon the road is ioined by another from the south ano :ran for more informationand he explainsthal five entersan areaof woodland You Passother travellers Jaysago a shadowyskanger arrived at the village of headrngin the samedirectron as your SrouPbut soon \ryll However,the villagerswere more concernedat lo(e of themagain as lou conhnuewestwards 'i;ht lhe strangerbrought with him ratsl Hundreds \ou becomeaware of a ruslling sourd in the hee: ';hat ri the creaturesswarmed into the villaSe,invading to your left. Do you want lo stoP (tum to 15ii) or :ellarsand sewers,and with them they brought the keep riding, not lo have noticed (tum Lc Pretendng :laguel Some of those infectedset off for Hallow's ag4)1 ;"'ell, but this man is probably the sole survivor. -eaveme now, stran8er,'says the man, 6ut, if you a57 :an,save Aryll.' With thesewords, the man staggers The Grimalkin lands on your shoulder and bite'' :o his feel and,ever so slowly, continueson his way. through your cloLhesas deeP as th€ bone (lose : :um to 1r,6.

t a69-175

a69 gate is a haycartbeing drawn by a sturdy carthorse You cannot withstand the power of Shekka herse: The dozy looking farrnerdrivrng it doesnot seemto Allhough your falth is strong, it is not strong enou;: have noticed the commotionyou are embroiledin. to resrst the corrupting evil of the goddess Your r, You could takeover the cartand chargethe gate(turn is broken and your mind no longer remainsyour or'.- to 77)or simplyflee (fum to 355) You wrll lead \azel. arml i'l his ,orque'L or .- northern lands. 474 The ground is gelting very wet underfooL.lesi yorr 470 llck If yoLrare Lucky,you soon reacha drier stretch In the flickedng lantern light you spot the narrou : of path (lum to 257) If you areUnlucky, you suddenly that cuts acrossthc.passageway just in time fo a!.: lind yourselfin sludgeup lo your waist. Iestyour Luck the lrap Tum to 257 again.If you are Lucky this trme,you manageto pull yourself out of the muck (turn to 2j7). If you are a7a Uniucky,then the clingingmud sucksyou down into At the temple you have lhe choice of takint :-. the bog arrdyou drown, the stinkingslime fillng your wdleF o' lhe rlel lun- to r:.: or makrngar oii . lungs, at the shrine to Enthus the Martyr, who an'oke -- healing spnngshere (lum to 14)

:o Ar ror |:igh{on }oL Torrpnl.n y lore 1o.: on lhe ro.lr beloLrlhe waler ard oi: "r" 'nepl feet by the current The monster seizesits oppori- and i. or ,ou rr rn in\Lanl.fhe.e rs rothint .. . do as the Devilworm makesyou ils next meal

473 475 A loud clanging noise startsup; looking in lhe dir:-: . r Decidehow many Gold Piecesyou wilJ placeon the of the We.t CdtF. you \\ .-, of the 6,"ard. -- :h"r ar ar oiferingthen roll one dre lf rhe number ringing a bell Lo call for reinforcementsLo pursL. - .olled is less than, or equal io, the numberof Cold and lhe a.olyle.. r^\ie hi' ,ompanioni. beg'-r ' Piecesoffered, tunt to 542 If the numberrolled is pull the gates shut Coming down the hill towar:: -" gfeaLetlurn to 226 ar6-a77

a76 The sLonedrops down the well-shaftand hrts the waterwilh a plop.AL onceyou heara tenibleroar rise up from insidethe well, accompaniedby the soundof somethinglarge thrashingabouL in Lhewater. You have dishrrbed the Devilworm, and now iL rs angry. You throw yourselfaway from the well just in trmeas lhe monsLeremerges from it. The creaturehas a leech- like head but with an oval mor.rLhlined with sharp :peth from the headdown. the monster'sgrey. se8 rnentedbody, which descendsinto Lhewelfshaft and :s almoslas wide, resemblesthat of a huge tapewom, ;viLhfleshy feelersrunning down its length on both sides.Although eyeless,the Devilworm has a greatly heightenedsense of smell Picking up your scenl,it noves towardsyor', its glistening,segmented body undulatingas rLdoes .o The credluJei. d vord.iou\ camivoreand you will have to move last to avoid :eing its next meal.What willyou do? Throw a gourdmarked with a letter G at it (if you haveone)? Turn to 35o Throw a gourdmarked with a lelter S at it (if you haveone)? Tum to 24j AtLackit with your sword? Tum to j6a

lrawing on great reservesof strengthfrom within, -.-oumanage to keep aheadof lhe wheel.Eventually :he alley widensout into a small courLyardand you iing yourselfout of the path of the drum, into a pile of bricks(lose 1 srAMrNApornt) The wheel smashes

I. a7a-a79 into the sideof a building,demolishing part of a wal aEo Turn to 42- Rememberingthe prlgrim'sstory about Gwythain the :fotector, you ask the eldersif they can explainthe a78 :eterencein thelegend to the wanior priestcutling out You cannothave gone more Lhana few paceswhen a :h€ cankerthat grew in Aryns Hill. Malva tells you cro(tbowbolt thudsinlo yoLlrchest. prercing \oL' :hai the name'Aryll' is a corruptionof Arynt Hill 'ln heart. :he rumouredpasf of Lhisvillagc,'says Manoc, the :hrrdelder,'there is a siory abouta servantof the Dark lod Drseasewho unleashedplagues of rats and flies 'n the world. He was krlledby the Proteclorand nas ruried in a crypl, said to be under thc hrll on which iryll standsA stonemarks the spof'Couldlhis evil re stining againa[ter al] thesecenturies? Do yoLrwanl o investigaLefurther (turn to :5r) or will you leave :hevillage and waste no morc timehere (tum to 60)?

479 The landlord gives you the key to your room ani following his djrecfionr you makeyour way upstairr The room is sparseiyfurnished, but a roaringtire ha: alreadybeen lit in the gfate and on a tablein f.ont o: il a roast chickenstands ready for consumption,a courtesyof Lady Attana When you have eaten1'ou: till, you settledown for the night The inn-si5;nbelor., you. window swings gently in lhe breeze,ils fain: creakinglulling you to sleepRoll onc die. If thc resul: is lessthan, or equalto, your FAITHscore, rum ro 14+ Otherwise,tum to 595. aAa-aA2 aa3-1,44

1Ea lE5 As you draw your sword,Mistress Crowfoot makesa Beforehe has a chanceto casta spell,you run at the peculiargesture with her handsand mutters something warlock,sword drawn WaiJinghonibly, lhe Lurcher underher breath.The world round you grows raPidl! also joins in the fray, fighting with its strong fists Iargerand four more hairy,black legs burst from you- while the warlockdefends himself with his pitchfork body The toad, now as big as a house,hops toward: You mustffght lhemboth at the sametime. you. In order to escapeiL, you scuttle throuSh e knofhole and under the floorboardsof the cottag€ SKILL STAMINA WARLOCK whereyou beginyour new life asa spider 77 LURCHER 99 If the Lurcherscores two consecutivehits againsiyou, it graspsyou round Lheneck and ttuoLtlesyou; roll onedie andlose that many srAMrNApoints. If you do not free yourselfby winning the next ALtackRound, you sufferLhe same extra damageIf you win, hrm to 302

aE4 Severalcenturies ago, during a time of impiety, the land was plaguedby all manneroi foul demons and maliciousdevils. EnLhuswas a younS priest who

aE2 Shaking you uncork the flask and gulp down :: contenfsSlowly you feelthe healingwater fal

t firfi7 a8E travelledlhe kingdom searchingout the creaturesof 188 darknessand banishingthem. However, all the evrls 1s you approach the farmers' lable, you overhear one manifesledthemselves as the shadowyInfemal Beast rf them say, 'l says we all go inlo the marsh now and whichbegan slaughlerrng hundreds of innocentpeople ','ntit downl' Enthusdrd not possesslhe power to defealthe Beast 3ul thal utterly but insteadmanaged to imprison it in the place is dangerous,'hisiriend points out Casketof ShadowsHowever, he died as a resull of \'{ay I be of any assistance?'you ask, and you explain Lhewounds he sustarnedin his battlewith the Demon :o lhe farmersyour statusas a hired sword and hasbeen celebrated as a martyr ever since-It was ,Vell, 'lt alsoEnLhus who releasedthe spnng at Hallow'sWell il's the len Beast,see,' the 6rst man tells you. les which flows from the,ground at the spot where Lhe in lhe marshes known as Blackmire, bul it's !:arted priestexorcized a devil from a young boy. Tum to 66 killin' our animals for food. If we don't kill rt .oon, we'll all be ruined' Do you want to oifer to kill :te aE5 Fen Beasl for them? If so, the farmers lake you to :re ed8e You throw the powder at the raven-It flies al yoLl of Blackmireand, with the men wishing you rrell, you (lurn j3j). from iLsperch and, clawrnSat your face,manages to enter the marshes to Otherwise, ;r ill you: scmlchyour eye (lose2 sr.AMrNApoints and 1 SKILL poinL).Tum lo 152 lJl lo lhe lr:arl Tlrrn (o 2rJ Talk lo the mar in black? Turn Lo 348 a86 Talk to the landlady? Turn Lo 81 The diseasedmass of fleshlurches Lowards you, trying LeaveLhe Brindled Cat and Fenford? Tum to 48 to graspyou wilh its writhing tentacles

CANKER SK]LL 8 I[ you defeat Lhefoui, undeadhorror in fewer than nine Attack Rounds,add /trto your INFECTIoNscor€ andfum lo 6 If you do not, turn to l3

aa7 Followinglhe roadoul ol the enteftainers'square, you soon reachlhe SouthGale and leavethe town Tum to 5oo. aa9

aa9 As you approachthe door,it is suddenlythrown open by a short,squat ffgure and a crackedvoice callsout, 'Comen, comem- I've been expectingyou' Puzzled by lhis rnvitation,you pause at the doorway and watch the figureas it shufflesdown a tunneldug into the sideof the hill.'lt'sall right,'saysihe creature,'I saw your coming in the runes.'You senseLhat Lhe creahremeans you no harm,so yo'r iollow it into its home, albeit still somewhatconilrsed You have to bend almost double to make your way down the rough-hewntunnel, but soon you come[o a chamber whereyou canjust standupright. The clutteredroom appearsto be the creature'smain living area and conlainsa rocking chair,a table on whrch the corpse of a snakeis being dissected,and shelvescrammed with all kinds of pots and 1ars,all scaleddown to an appropriatesize for the inhabitantof this unusual dwelling.The Iight in thc chambercomes from several fireflies,trapped in a glassjar, and a frre in an alcove over which hangs a cooking pot Your host seals himselfin lhe rockingchair beside the tire andstirs the contentsof the pot The crealureis dressedjn several layersof ragged robes,under which ;t seemsto b€ coveredin short, dark iur. lts hands are shovel-Lke clawswhile its face,hali hrddenunder a hood, is an animalsnout. The creature'sbeady eyes peer ai you through a pair of half-moonglasses, The more you look af your host, the morehe resemblesa humanoid mole.'Would you Iike somesoup?' lhe creatureasks- You acceptthc offer and tuck into a bowl of green broth (restore 2 srAMrNA points). -Ihe cr€ature 19a introduceshimself as Talpasthe Btrrrower,one of the herneck a chainon whrchhangs a silverkey Shehands Molekin,a raceof undergrounddwellers. He tells you both the key and the chainto you andyou seethat the that he sawyour comingby castingrunes, a meansof number'252' is engravedon the key;Lady Attanatells divination.Feeling that you can trust Talpas,you tell you thatthis was the year of herwedding You thankher him of your quest.'Perhaps you would like me to cast and,when all is ready,continue your joumey your runes,yes, to seewhaL dangers awaiL you? I must By laLeaftemoon the road is descendingout of the you theirmessaSes can, at tim€s,be mislead wam that rvoodtowards the RiverSanct. On the ofher srde,the you !o accepthis offer,turn to 112 if not, ing' If want thrine town of Hallow's Well is clearly visrble,a you niSht(tum to 15). retirefor lhe nixture of trmber and ston€ hous€scompeting for spacewithin Lheconfines of [he o]d town wall. Your ' 490 carty crossesthe wide sLonebridge that spansthe falls,you see MistressCrowfoot As lhe last familiar Sanctand entersthe town by the easlernPilgrim's lo her ravenand ii fliestowards an whispersomelhing Cate.The narrowstreet leads inlo the Market Square, you havea falconand want to sendit openwindow. If ahrch is packedwith people Lady Attana fells you the repeatthe commandthe falconertold aiter raven, :hat she is headingfor the Pilgrim'sResL, where she you If you have a falcon,or if you don't want don't andher enfourageare Lo stay for the night; you are theraven, fum to to sendrt after 50. nelcometo go with them if you so desire.Ii you want :o do fhis, tum to 85 If you prefernow to presson a9a againby yourself,lurn to 54r Fortunately,no onein the party is badlyhurt, theworst injuriesbeing a knock on the headand a largesword' gashamong the bodyguards.Lady Attana cannot thank youenough: 'We are all indebled to 1oufor .avingour lives.You wereso brave and dealt with thoserobbers as they deserved.Sadly, they managedto tet away with my jewelLerybox. They shouldn'tbe able to openit, asit was carvedfrom wood from the magicallyprotecled forestof Lein,but it wasgrven to meby my latehusband on our wedding day If you shouldever, by chance, recoverit, rtscontents aie yours. lt is the leastI canSjve you for savingmy life,but if you couldretum lhe box I would be moit grateful-'Lady Attanatakes from round 492-a9t 494-495

492 L94 The acolytestake you to the top of a steep,narrotr You a sharp twang and cry out il pa,n as a -hear alley and the wheel is brought round behlnd you crossbow bolt embeds itself in yow arrn uose 2 They releaseyou and you begin to run as fasLas you srAMrN^ points).In a mom€nt the whole parby is can,you can hear the wheel pickrng up sPeedas it surroundedby men swathedin dark robes.You spin rolls dowr the hrll after you. Do you want to try lo around,lo see one of the brigandsrunning a! you leapout of the way of the wheel(turn lo 136),or will with his shortsword drawn. you keeprunning (turn to 6s)? BRIGAND sKtLL 7

L93 I[ you defeatyour altacker,tum to 298. Wilh lhe Demonbanished, the spellthe Inqui$torha; the villagersunder is broken They makeno move ic stopyou as you bendover lhe un(ons(ious man .nj pull out a pendantfrom underhis robes.The pendar.: is madeof a nng of blackmetal etched with runesanc demonicsrgils - a ChaosTalisman! You throw th: talismaninto the brazrer,then help someof the rri' lagersfree the grrl at the stakeShe gives you a look c: greatrelief and her grandmotherhunies over to yo- thanking you over and over again for saving hr: grand-daughter.The peopleof Tallow, realizingnor that they had beenfooled by the lnquisitor,beg yo'i forgivenessfor their harshactions and offer you tl': freedomof their vrllage-However, you must be.'- your way, for tonighl Shekka'sMoon will rise andti": lniernal Beastis lo be freed Beforeyou go the t:- you rescuedrecovers sufficrenlly to offer her skillsas r 495 healerto you (restoreup to 5 STAMINAPoinls)- !\'r:- Soonthe tunnelbroadens out into a smallcnamoel on your woundsiended and yourbelongings relumed, r:,- theopposite side of the roomis a pairof,arge. rrone seloffinto thehrlls fortherernote vrllageof Claybun : doors.Above the doorsa skullhas been carved oul o[ you have the word 'Raven noted down on ]c'-r the rock undemeathwhich you read the legend,, ll AdoerltureSheet,turr.to 28. If you haven't,fum to :9,- Coodsouls, do ml Vemtfl here.Lyng on lhe floor on a96 492-L99 either side of the doors are two decayinghuman 497 corpsesYou could turn backnow, buf you must put an end lo Lheevil in this place-As you approachthe slone doors the eyes of the nearestbody flick open Horrified,you walch as the lwo PlagueZombies get lo their feeLand shamblelowards you Roll one die and add 4 If the resriltis lessthan, or equalto, your a9E greatet turn to FArrH,turn to 221 If il is 73' \ iJesmelling. ma+h ga. bursh fiorr the tetid .ramp IndL

are several possible locations for the Sabbat,but rumourhas it that it will be eitherat lhe stonecircle to the north of the village or jn the WitheredWood to the south.The secondfacL rs that the covenhas spies everywhere- thaLis why I had !o be so carefullethng you in I jusf hopeyou werenot seenon your . . .'

At thal moment,the light in the room fadesand fhe temperaturedrops. Materializing in the centreof the room is a shadoh.y,cowied 6gure The manifestation complete,you 6nd yourselffacing little more Lhana dark shroudwhich is floating,half a metre abovethe grormd.Throrlgh holes in the shroudyou can seethe remainsof a ribcagewhile under Lhehood there is nothingbut utter darkness.The DreadDemorl which sometimesappears fo evil wizardsat Lhemoment of their deaLh,holds out ils talonedhands ro you ano hrsses,'Your sssoul. . .' Roll one die and add 4. If the total is lessthan, or equalto, your rArrH, tum to 25j. If the total is greaterfhan your FArrH,turn to J2j.

204 It is going Lobe very difticultto remainperfectly still while the scorpionsare ciawling o.veryou. TeslVoul Skillthree times, adding 2 to the diceroll eachtime If you fail this roll even once,tum to g9r If you are successfulall fhree times,restore I LUCKpoini and rurn ro 42,

2,O2 '\o.'he says.openinB hrs enpLy nghL hand. then takirg the red ball oul from underhis hal Coxcornbdances away from your tabie,leaving you Lo retire to your room.The nighl passeswithout rncideniand you wake up,fully refreshed(restore up to 2 sr^MrNApointt. you leavethe inn andare immediately caught up in theearl], morningthrong of peoplealready making their way up the narrowstrcet lo the MarketSquare. Turn to ajl Astradd's Holy Lioen Tum fo rz3 An As lron omer's Alm ag e s!.1 Tum to 1o8 A Demono1og ical Dissi f ion? at Tum to 517 zoA-2o9

sheexplains what is going on. 'It comesto Driteham onceevery month on the samenight,' she says. 'During 2.o8 that night the Lurcherstalks the sheetsof the village, tust in time you hear the swishof a branchspringing lookingfor morLalsouls lo drag down to hell Anyone backinto positionasoss yol:r path.You duck and the Ieft outsidealter nightfallis darnned.'At lhal moment branchharmlessly {lies over your head.You presson you hear a dreadful moaning, of such wretchedness into the thicket,but soonyou havelost all traceof the thal it sendsa shiverup your spine,and the

207 You run through the forest until you are sure thal the outlaws have given up the chase. You emerge ftom the trees, exhausted,a few hundred metres from the village of Fenlord,Tum to roo

,t 2ao 'the times are wild indeed I have heardof the Black Lifting the lid, you find that the sarcophagusis empty Crimonebut know nothing of its whereaboutsHow- exceptfor a pile of moulderinggrave clolhes. Rummag- ever, I may be able to help you conceming the ing throughthe rags, you dscoverasicklewith a golden Demafrauge- the Caskeloi Shadows.Centuries ago, bladeand a bunchof driedherbs which you recognizeas Enthusfhe Martyr trappedihe Kurakil, the Infemal Skullsgrig often used as parL of the embalming Beasl,in the casket,locking the chestwith magic lf rt process,You cantake lhe GoldenSrckle or lhe herbs,or is lo be openedagain, then you will needthe spelllo both, beforecontinuing on your way. Tum to 1j4. keepit locked.You wrll have io ask the sprritsoi the dead for guidance Enthus'stomb is in the heart of Blackmire,the area of marshlandnear Fenford You Ihe gamblersare very excitedbecause Old Crowler, shouldleave now, as Shekka'sMoon is only one day as Lhebear is called,killed a Bricianwar-hound here awayand it rs still a fair distanceto Claybury' Thank- last night As a result, the odds on Old Crowler rng Barnabasthe friar, will you leaveas he suggests winning are z-r, whereasbhe odds on the mastiffs, (turn to 48) or will you lalk to the man in black 6rst Ripperand Slasher,winnrng are l-1. This meansthat (turnto f48)? it is more likely that the bearwrll be vrctonousbut, if the dogs win, you will receivemore money for your 2'14 stakeYou canbel up to :roGold PiecesDecide which While you are receivingeveryone's congratulaiions, sideyou willback then tumto j37. you do not noLicethat your pocket is being picked Roll one die. If you roll 1 2, tum fo j69; l-4, tum to 2,42 1oj; 5-6, turn to 62. As Lhe silver touchesthe Wraith Rider, the metal burnsinto the spectralfiend's undead flesh The crea' fure lets out a chillingscream and releasesits grrp on your arm The horserears and you loseyour balance, toppling backwardsoff the hellish steed.Tesf your Lutk.Il you areLucky, tum to g5- If you areUnlucky, nrrn ro 229

Introducingyourself to the friar, you risk all and teil hm about your quest 'Well,'he 8runts,taken aback

l- tas-247

Burstinginto the lavishlyfumished tower roon, you caLchits occupantoff guard; he is counLinghis ill- gotten booty at a largeoak fable.The man looksup aL your rude rnt€rrupfion.He is wearing a long black cloak and under his hood is an iron iace-plate- the Mask! 'So, we have an intruder in our midst, or perhapsyou are a spyl'he says,drawing a sword which glows with a faint blue light from rts scabbard with a gauntlet-cladhand. 'Fool, you shall pay for your audacitywith your lifel'

THEMASK SXILL 11 SJAMINA 12 If you defeatthe devious outlaw, turn to 35a

2a6 Runningthrough the maggotpit, you shpon the slime underfootand loseyour balance.As you lie, helpless, in thefetid sludge,the Cafier Fliessting you repeatedly beforeyou can get to your feet Roll one die, halve the result(round halves up) and add r to the total, to Sive a number between.z and ,t Add this total to your rNFEcrroNscore, On your feetonce more, you makea dashfor thc door.Tum to 354.

247 Criesoi surprrseand horror go up from the assembled Resistanceas, with your killing blo$,,Nazek's assassin is revealedto them. The cowled shroudfalls to the ground and crumblesto dusi, and the talonedhands shnvelaway Your woundstended to, Karadspeaks to the Resistance'lt is time,'he says 'Duskis fallingand 2r8

219_22o

219

ThesLone circle? Turnto The Withered Wood? 5:6 rne monastery? Ium to 95 Tum [o r59

220

slmbor #".,,,,.":q.:;1,.:v'rrager lo of rhedark goddess.. ",,. caltsback to the Inquisitor. Then they must face tfie secondOrdeal!, 22L-223

three minuLes,then they have passedlhe second 224 Ordeal and musLface the lasL,'the Inquisilor pro- The herbsAramance and Tagrin both haveproperties nouncesSeveral men pjck you up and hurl you into which help ward off disease.By eating either of the lhe pond. You hrt the water and sink beneath it plantsyou will reduceany additionsto your rNrEc- Beforeyou float back up to the surface,you clutch at a rIoN scoreby r point, even if this reducesthem fo clumpof weed and hold yourselfunder - you are nol zero. Eating both plantswill have the sameeffect as going to be found guilty of wiLchcraftby such an eatinSjust one Now tum to 5zr unjust trial, especiallylter all yor: have been through! Roll one die. lf you roLl r 3, tum to 558. If you roll 4-6, tum to 558. The Inquisitorhas been taken over by a powerof great evil, makinghim incrediblystrong. You haveno choice 22L but to fight fhisman possessed - lhe Demoniac. The Zombies freeze as they get close fo you, sensing your inherentGoodness, They cando noLhingbut hiss DEMONIAC SKILL 1T as you push th€ doors open enough to squeeze through.Tum to 259. If you reducethe Demoniac'ssraMrNA to 2 points or Iess,tum to j45. Dashing down a side-alley,you plan to lose the 226 militiamenin the labyrinthinenelwork of streets,then Having madeyour offering,you crossthe bridge and makeyour way back to the unguardedSouth Gate enter the town through the eastemPilgrim's You soonemerge close to the town wall andrun back Gate Tum to 254. fowardsthe gate Testyour Luck.\( you areLucky, turn to 8. If you areUnlucky, turn to 88. Dressedas one of the outlaws,no one gives you a secondglance as you stride acrossthe courtyard[o- You prepareto deliverthe ffnalblow when the outlaw wards the keep.You have almostreached your goal blurtsoui, 'The Mask will hearabout thrsl You'll never when one of the brigandscalls out to you 'All right, getout of theforest alivel'Who was that she mentioned: Gex?'Obviously he must think fhat you are someone If you want to pressthe womanfor rnoreinformation else, You nod in reply and hurry on, trying to keep aboutLhe Mask, turn to 26 If you do not, ignoringher your headdown. Testyour Luck.If yol' areLuclq/, tum threaLsyou dispatchthe outlayr';tum to 158 to jZ6. If you areUnlu&y, tum to t58 224-231,

Non' that any elementof surpriseyou may have had has gone, you clamberup the now irtunobilecrow's foot to fhe trapdoorand enter the cottage.The inlerior of the coLtageis just what you would expect of a witch:nckety shelvesare packed with jars and bottles, herbshang 6om the rafters,a smallcauldron bubbles over a fue in the hearthand severalmusly books lie on a LableThe room is alsofull of MistressCrowfoot's familiarslA black cat is sitting on lhe tablewatching you wilh lts green eyes,while a large, warty toad squaLson the woodenfloor croaking.A Grimalkinsits I abovefhe hearth,while a rat without a tail scampers round the room. Perchedon the ba& of a chair is a largeraverl and a bat flits from one sideof the room I to the olher-If you havea Iar of Powder Lurnto j88. If you haven't,tum to 15:

229 There is nothing to break your fall from such a tremendousheiShf - until you hiL Lheground. Your adventureends here.

250 You manageto grab a lorch from the wall and thrust it in the bear'sface It growls and backsaway. Using the blazing forch to guide it, you succeedin forcing the beasfba& into its cageand throw home the bolt. Tum to jE2

234 Drawing on all your powers of concentration,you 232-233 231-235 block out the hypnotic lune long enough to draw your sword and strike the ffddler, knocking its instru ment{rom its bony grasp At oncethe Dan;eof Death *oP(,.then the skeletonsare upon you. Keepingyor.x. Dacr(ro ihe tombstone,you fighl them one at a

SKILL STAMINA FirstDANCING DEAD 65 SecondDANCING DEAD ThNdDANC]NG DEAD 6t IoUJThDANCING DEAD Iifth DANCING DEAD If you win, you flee from the abandonedgraveyard Tum to i55. 236-234 23r24o turn to 146. lf you do not, you go on round the there are any plants growing there which you think market(tum to 565). may be of use.'However,' he says,'l cannotimpress on you too greatly the need for hastein this matler. You have but four days to ffnd Nazekand the book.' The marshmanpresents you wrth wild duck, roasled Bearingthe Abbot's words in mind, you decidewhat over an open fire,which you devourhungrily (resfore your firstmove will be.Do you want to: up to srAMlNApoints). lVhen you 4 haveeaten your Study someof the books in the 6ll, Samoffers to show you the way out of Blacknire. library? Tum bo2o4 Tlowever, if you wish, I could first take yoLrto the Visit the herb gardm? Tum to [omb of Enthusthe Martyr, rf you think it will help 3i66 Leavethe abbeystraight away? -f wn to 277 you ILis locatedon an rslandin Miremere,the lakein the heartof ihe swamp'Do you wanf to visit Enthus's tomb (turn to jl), or do you want to leaveBlackmire As you shower the leatiery-wingedbat with the asquickly as possible (tum to 79)? powder, the Grimalkin bites your leg and the cat scratchesyou (Jose4 sT^MrNApoints). Tum to rt2. 237 Blackmireis Lke a maze.Paths cross and re-crossand you cannotknow for surewhere you are You choose Pulling the lid over the Lopof Lhebarrel, you crouch a paih andfollow iL Roll onedie. If yotr rolf in silence,awaiting the anivai of the guards.You do not have a Turn to 285 to wait long. The 6rst militiamenanive and puzzleover whereyou couldhave gone. One of them Tum to 97 then has the senseto starLlooking in the barrels.Roll 3 Turn to Jo1 onedie. On a roll of 1-2, tum to rz9; on a roll of 4 Turn to ry4 5-6, Lum Lo 57' 5or6 Turn to 4j

236 You manageto get a little morerest before oawn, out al daybreakyou prepare to leave lhe abbey The storm has passedbut the sky remainsovercast and ominous The Abboi tells you that the library is open to your useand you may visit the herbgarden in case 244 You walk out into th€ cenLreof the village and, putling the pipesto your lips, you begin !o blow At oncea beautifultune risesfrom them,slow and mys- terrousYou aresuddenly aware of hundredsof palrsoi eyes watchin8 you Crawling out of the cellarsand sewersof Aryll, in their hordes,come the rats Some arethin and scrawny,while othersare as large as dogs andare covered in coarseblack hair. You can seetheir sharp,yellow teeth and in every red eye there is a look of sheermalevolence The tune played by the Pipesincreases in pace and the rals swann towards you rn a river of furry bodiesYou leadthe way out of the village to the bam and frnd yourself skipprng along to the dancingrhylhms of the rnelody.Every lastrat followsyou rnto lhe bam and,once Lhey are all inside,the villagersslam the doors shutand ba them Then the people of Aryll set fire to the dry straw heapedround the barnwith blazrngtorches II the plan is to work you musL keep playrng until the lasf possiblemoment or the ratswill escape.Smoke billows into lhe barn andflames start to lick up Lhewalls. The rats,as if rn a kance,ignore the imminentdanger until you cansee Lhat the roof of the barnis abrazearo you stop playing.All at once lhe bam is filled with the lerrifiedsqueaking of the ratstrying to flee but finding themselvessurrounded by wallsof f1ame.As the doors are barred, your only means of escapeis vla the hayloft. As you dash acrossthe bam to the ladder whrchleads up to the haylofl the plaguerats try to bite you. Roll one dreand add 1 to the result Increase your rNFEcrroNscore by this total and alsolose thaL 242-243 many points lrom your srevrlr score-You scramble The spite6rl WodewiLch had used her growth potion up the ladderand run towardsthe openingin the wall on an ordinarywaterwom, tumin8 rt Into the monsfer at the end of the hayloft TesLyour Luck.If you are that has been terorizing Mussuck.Puttrng the worm Lucky,tum to r7. If you areUnlucky, lum to 529. in the empty gourd, you takert to show the villagers. Tum to 52

244 The tapestryis a very fine pieceof work and is worth every gold pieceyou paid for it The hials facedby the pilgnms shown inpludethe parly being atta&ed by a bandof inhumancreatures, crossing a tiery pit by a narrow stone bridge and having to overcomean ugly Hrll Crant Frnallythe group reachAchrlla's shrine and are all shown,surrounded by a greenlight. How- 242 evet one scenein particularcatches your attention The village well is locatedat the edge of Mussuck One of the pilgrims,havrng apparently been killed by where the ground beginsto descendste€ply towards a Werebear,is being resurrectedby his companions an abandon€dwatermill; its great wheelhas beenstill who arepouring water on his woundsfrom a golden for many years,although a smallskeam still feedsthe glowing flask.Having studied the tapesfryin some mill race Peeringdown the stonelinedshafl, you can detail,you carefullystow il away in your backpack seenoLhing in the darkness.The rope with the bucket, Returnlo 8o used to draw water {rom the well, lies coiled on the ground. Do you want to climb down into the well using the rope (turn lo 1o7),tie your lanternto the rope andlower it down into the darkness(tum lo aig or drop a stonedown lhe well hrsl lo seehow deepit is (turn to ry5)?

243 The gourd hits the Devilworm's head, spilling its contentsover the creature.The monsterimmediately beginsto shnnl until it is no longer thanyour 6nger 245-246 246

245 3 moon counters,then your total scorewould be j.) Concentratingon the Warlock,you jab fhe pin into lSnoringlhe counteryou starton, you beginfhe game the doll's stomach Af the other end of the room on the positionsmarked. Of courseyou will have Nazek stumblesback from Lhe lectem, holding his to roll the die for both yourseliand Drogo and cross midrifi Your plan worked,bui in using black magic the countersoff as Lheyare landed on by ytru or y,-rur you have shakenyour own failh in the powers of opponeni. Good (lose 2 FArrHpoints) Regrettingyour action, you chargeinto the fray.Tum to 319

246 The Dwarf introduceshimself as DroSo and explains the rulesof EclipseIo play lhe gameyou arerequired to place a siake of between5 and ro Gold Pieces, which Dro8o will LhenmaLch If you cannot,or do not want to, Iay down this stake,you will have to leave the taveminstead (turn to fU) Eclipseis playedon a circularwooden board, with zo cormtersplaced on a rng divided into 2rr sections Fifteenof the countercare shapedlike sunsand the remainingfive are of a moon desrgn The players beginon oppositesides of the boardand iaketums to roll the die, moving lheir foken rotrnd the ring in an anti-clockwisedirection Arry counter a player lands on he keeps.lf a player lands on a squarealready occupiedby his opponent,fhen Lheopponeni must give him a sun counler,if the opponentpossesses any Once all the countemhave been removedfrom the Ddgo r 5t6rt board,the scoresare totalledup. Sun counterscount - towardsfhe Lotal,whereas moon counlers'eclipse' the lvhoever sunsand so aresubtracted fiom the total-(For example hasthe highertofal of sunsat the end of fhe if you had won 8 sun countersbut had alsopicked up gamewins backhis own stake-moneyand that of the 247 244-249 oLher player. In the event of a draw, you may either 244 play the game again or pi& up your own stake-money As you walk past the beggar he calls out, You're all and leave.When you havefinished playing, you leave the same,you selfishmisers. A curse on you, skangerl' ihe Lavem.Turn to flj. You are filled with a senseof dread at the old man's words (lose 1 FAITH poinL and make a noLe of the Beggar's Curse o your Adoefilure Sfteel).Following the line of pilgrims, you enter the temple,Tum to ryl.

219 Having restedafter your terribleordeal, you continue your trek throughthe barrenhills with reneweddeler- minaLion-Grey cloudsscud acrossthe overcastsky. You are filled with a strong senseof the past as you walk throughthe highlands;lhe very earfhunder your feet feelsancient Then you seeit. Risingup aheadof you on the horizon is Lhe mound of earLhthat is Gwythain's Banow Before you can reach the barrow you have to passthrough a circle of tall stones As soonas you ent€rthe circle,you are surroundedby a

As you run at the creature,it throwsthe liquid ftom a gourd over you, The PoLionof Transformationtakes effectimmediately. A largetoad crawlsout of the pile of clotheswhich is lying whereyou were standin8and look aroundat its new, swampyhome- Your adven' ture is over. 25o-254 252-253 group of peopleclad in white robes The druidstake hillside has caved in, opening a way into bhe earth. hold of you and drag you before their High Priest, You are determrnedto deal with Lhis tenor once and who is wearing a ceremonialhorse skull mask and for all. LiShting yow lanLem,you enter the tunnel, rnane 'This is sacred ground,' says the HiSh Priest. walched by an anxious Gerog. Your lantem casts "Whatis your purposehere?' Will you reply that you flickering shadowsover the walls of the tunnel as you wish to enterGwythain's Barrow (Lurn to arl) or try follow its twists and lums Lkough the darknessTum- to bluff your way out by saying that you lound in8 a comet you hear a snarl, then you see the yourselfhere by accidenL(tum Lojo5)? gi8anlic mt nrnning towardsyou down the tunnel. The beasl is aLleast one and a half metresin length andthe diseasedyellow of iLseyes tells you that jt too rsa Phgu€carner,

PLACUERAT SKILL 6 STAMINA 5 If you kill the rat, add z to your rrrrcrror scoreand tum to r95

RemembenngLady Attana oI Ide's request,you pick up the jewellerybox and,tuming lhe key in Lhe1ock, frnd it opens easily. Inside is a necklaceof Elven prayer'beadsYou take the necklace,as Lady Attana saidyou could,and feel their power (add r to your rAIrH).Tum to j75.

250 Beforeshe can even reachthe you Is the Demafraugeslill open?lf it is, tum to i56 If it money, grab the hasbeen locked, tum to 265. outlaw and twist her arm behindher backwhile you pressyour swordagainst her neck.You tell the rogues 254 lo drop their weapons,buL you spin around as you You ask the elders if you can be laken to Lhe Place hear anotheroi the brigandstrying to creepup on where the crypt is said to be. The village Lanner, you. You do noLreact in time, however,to stop the Cerog, leads you to the spot at the bottom of lhe hill club making contact wiih your shoulder (lose : At the point where the stone used to rest, part of Lhe sf^MINA pointsl. Tum lo lu. 254-255

254 The darkeningsky tells you that night is coming on, so your thoughtstum to looking for a placeto sleep. Following other visrtors to the town along the narrow streeLleading into Hallow's Well, you are soon at- hactedby the enlicing lights of the RaggedClown, Inside,a jovial mood holds sway over the bar as a group of Dwarfs are competing to see whrch of lhem can down the most Cnrn Cider, while fhe resident jesLerentertams Lhe guestsat th€ir tables.You ap- proachthe landlordand purchase a hot mealand room for the night for 3 Cold Pieces(deduct these from your AdoenLureSheef). You sit down at a tablewhile a serving wench brings you your meal, and you are soon relaxedand laughingwith lhe clienteleof lhe inn.While you arewatching the displayput on by the Dwarfs,the jesLer,wearing his motley costumeand ridiculoushat, skipsup to your table and shakeshis bauble- a sLickwith a carvedhead - in your [ace.'For one Gold Piece,Coxcomb the Clown will grant your rvish,'the jestersays in a squeakyvoice, trying not lo movehis lips. Will you tossCoxcomb a coin (tum to 286)or just iSnorehim (turnto 99)?

By the power of your faith you resislthe sLrengthof the Demon.Unsheathing Deliverer, you prepareto do battleagainst the hellspawn.It rs only then that you realizeno one elsein the room cansee the fiendlThis rsa bathleyou muslfight alone.

DREADDEMON sKltL 9 ST,{MINA 8 255-259

If you kill the Demon,tum to :r7. at the sight thabmeets yoff eyesjthe cavemseems to be full of huge, bloated.green maggoLswhich are 256 writhing dround tn the slime lhat covers lhe cave 'So,Lhe stranger is a servant of Shekka!Then the wiid floor Disgusled,you hastily run towards the other must dief orders the Inquisitor. They nrove rowaros side of the cave wher€ you can make out another you.swordr al theready. your adventure isover.

257 The rat sinksits teeth info youl alm (lose2 sraMtN.{ points and record the Rat Bite o your Adoe h[! SheeL).Turn to 37j. ,

254

26o

26a

SomethinScold and clammy just squnmedagain.: comple[elycovered in ulcersand open sores,cal]s out your legs.Lookrng you down, arefillei with revuisio: weaklyto yotr, 'Sparea dying man a pieceof gold, 263 stranger.'Will you lhrow him a Gold Piece(tum io SleepingGrass Pollm with a successfulTesl lor Skill, a 37:) or will you ignorehim and enterthe temple(turr pouchof SleepingGrass pollen can be thrown,teleas- to z4E)? ing the sleep-inducingpollen and knockingthe oppo- nent out, and allowing you to finish him o[f. It will 262 nol affect LheUndead, Demons or evil spirits.You Trying to look as sorcerousas possible,yolr stride may buy up to Lhreepouches Cost: 3 Gold Piecesper boldly over to the fr'agon At your approachthe mar: pouch looksup and in a gruff voice says,'What can I do for yol Driggen Diggen is a herb from the southernpart of the Old World, renorlned for its ability to grow in 'I wish lo purchasesome of your wares, you 5a\ eventhe driestconditions. There is only one bunchfor 'May I see them?"The man pulls aside Lhe canvas sale.Cost, z Cold Pieces awning at Lheback of the wagon, revealingits con' tents.The wagonis crammedfull of bottles,crates anc SiloerSickle - a finely made uckle with a blade of sacks which, the man explains,contain everythint purestsilver Cost,6 Cold Pieces. from Strng Worm siime and shrunken heads to Gian: Having made your purchases.lhe merchant and the Spidervenom and rare spices.The man tells you tha: Lurcher climb ba& up on the wagon ard leave joumey every monlh he males the to Hallow'sWell the village in fhe direcfionof Hallow'sWell Tum to where he stays for a n eek selling more usual wares r 343. the markets.He then goes lo Dritehamfor one nigh: to sellingredients and equipment that they cannottini 263 easilyin th€ localarea to lhe wilchesand sorcererso: The Demon roarsand swingsa Lalonedhand in your th€seremote parts.'The Lurcherkeeps suspicious villa6- direction;it missesyour throal by a whisker.Deliverer ers away,although I don't know how muchlonger I'i is ablazewith blue light as you wield the Blessed keepthis up becausetrading wiLh necromancers makes Bladeagainst the InfemalBeast. m€ neryous.Oh ... no offenceintended,' he apolo- gizes.If you want to bLryanylhing from the merchani KURAKIL SKILL 12 STAMINA I8 fhe articlesthat interestyou most are listed belo* After every Attack Round, roll one die. If you roll However,if you now changeyour mind and decidetc LheBeast's tail lashesaround, sfriking you Foran attackthe ma4 tum to i63 5-6, addrlionalz points of damageto your sTAMINA.If Mummifed Iland - a withered hand, taken from a.. you are trrumphantat the end of this titanic battle, embalmedcorpse Cost: 5 Gold Pieces. iurn Lo2Ej 264 265-266 264 yourself Evening is drawtng on as you leave the brooding beingblown off your feet.Your body is lifted into forest.You crossthe Grimiry River at a point wherea the air and it is all you can do to hang on to the rope is securedto both banks,allowing you to pull stone.Roll threedice If the total rolledrs less than, or yourselfacross on a raft. Leavingthe ferry,you press equalto, your current srAMrNA,tum to 124 If the on acrossa barrenmoorland which rises gradually iotalis greaterthan your srAMrNA,turn to 95. away from the forest.Dark storm cloudsare building over the highlands,still a Jongway away in the west. 265 Nrght falls with no shelLerin sight. You makecamp not far from lhe roadbeneath a solilarystanding stone which has an eye inside a circle carved on to ifs surfaceIt is not longbefore sleep overcomes you . . You are standingin the centreof a village which is being put to the torch by a crowd of witches and ugly, homed Demons Villagersrun, screaming,pasi 266 you as they are pursuedby foul creaturesfrorn the Pit The BrassFarthing is a pleasantlittle ale-houseand it is almostempty at this time of day. A Dwarf sits by a window with a circularwooden board rn front of him, coveredin tounler<.while a fat ginSer

arms round the prophecy sfone in order to stop z5Z-2,59

257 The corridor ends in a circularroom, the walls of which are decoratedwrth scenesfrom the Protector's life. On the opposrleside of the room is an open archwayStandrng here is a warriorwearing the ancient armourof a tribal chrefand carryinga double-headed battle-axeYou seethat underthe armourthe wanior's fleshis rotting and is coveredin savagesword cuts.If you ar€ to proceedany further,you must fight the BarrowGuard,

BARROWCUARD s(rLL9 STAMINA 8 Eachtrme you are hit by the warnor roll one die If you roll a 6, the huge battle-axedoes 3 srevrre porntsof damagerather than the usual2 If you defeat the Barrow Cuard, turn to 56

20u Although you concentratehard, your prayersare not answeredThere is nothing more you can oo nere,so you leavethe iomb.Turn to rrz

269 Themilitiamen,notexpectingyou Lorun directly at them, aresomewhat taken by surprise.You chargeinto one of the guardsand send him flying. The other two draw their swords and attacl. Fight them both at the samehme.

SKILL STAMINA FtrstMILITIAMAN SecondMILITIAMAN 2ra-274 While you arelocked in combatwith his two compan ions, the guard you knockedover runs ofF to find Filled with foreboding, you enier the mound under the reinforcements.If you defeatthe militiamenin ten or fewer ALtackRounds, tum to 31r If the battle takes Iongerthan ten Attack Rounds,tum to j7a_

270 The Kurakilgrowls and stalkstowards you acrossthe plinth What will you use a8ainstthis denizenof the DemonicPlane? Will you usei

A hoJyamulet? Tum to 5o4 A Runecarved bone ring? Turn fo z5-1 A sage'sbones? Tum to j;6 A DemonicWord of Command? Turn fo j6+ \omeone in genulnedi.lress who has po.srbly been robbed Do.you wanf to help the per,on rtum to If you cannot,or do noL want to, use any 2r,, of fhi or wrll you hurry past(tum to 1:6)? abov€,turn to 25o 273 Ircp€cting the body of the Ogre, you find a necklace ot animai teeth, a maggot,ridden loaf of bread and a

wesfwards(turn to rr4).

274 r1"*'turtherinro l'{g;1 themarsh you lo,e.rghr oi rne nrrrs becduseol the permdnent murky haze here. 2Z6-277

The path you are on graduallygets softerunderfoot 276 and finally runs into the swamp.You jump acrossthe 'l had to makesure you weren'tone of the Cauldron,' mire to a drier patch of ground,but soon this path saysthe man,'but I still don'i know if I can trust you also disappearsunder the marsh and you have to You couldbe a spy for lheml'Do you haveany token changecourse again- It is not long beforeyou have with which you can prove your Goodnessto this losLall senseof direction Eventuallyyou come to a suspiciousand mjstrustful man? If you havefhe llithom clearin8Will you continuer Rose,hlm to j24. )f you do noLhave the rosebut do have Left? Tum to 198 any of the followrng:pilgrim's staff, bishop's porhait, Right? Turn to 217 Aline's shroqd, Cwythain's shield, Elven prayerbeads, Test gour Luck.If you areLucky, tum to Straightahead? Turn to 3or 324. If yov, are Unlucky,the man will have nothing more to do with you and stoms oul of the inn. You decidethat thereis no point in your hangjngaround hereeithet so you alsoleave. Tum lo 4a.

277 TheAbbot, PriorAlwyn ard a smallgroLrp of brothers assemblein the yard of the abb€yfo bid you iarewell. 'May Cheelahsmile on your wanderings,'says Abbot Dunstan. And remember,all our blessingsgo with you.'As he speaksthese words, you are filled with feelingso{ hope and securrty(add z points to your ratru score).The other prlgrrmsare alreadytakinS therrleave of the brothersand continuingthe pilgrim- In an attempt to lose your pursuersyou run throug: ageto Haltow'sWell. With a freshstock of Provisions the maze of back-streetsleading, you hope, in tl". and your sword at your side,you prepar€to do the directionof the Market Square.Test your Luck.l( yo- are Lucky,you get away but tind yoruselfcloscr :: the Souih Cate Lhanthe Market Square(tum to 15; I1 you are Unlucky, the acolytescatch up with y,:- you areoverwhelmed and dragged back to theirlearie: (hrn to 51) 278 279

Justas you are steppingthrough the gatesof Rassin lhe spectraifiend carriesyou high above the hills, Abbey and leaving the hospitalityof the Priestsof beJoredropping you hundredsof metreron to the Enkalabehindyou, a servant,wearing thelivery of some rocky cragsbelow noblehouse, rushes up fo you Txcuseme,' he pants, 'but my mistress,Lady Attana of Ide, heardthal you were 279 stayinghere and wondered if sucha skilledswordsman as yourself would consider accompanyingher to Hallow'sWell. My lady is all too well awareoi the dangersof travelling,what wrthwild beastsand bandits on ihe road,and sheieels the needof exLraprotecLjon are carryingthe plague.We ourselveshave a plan to afterlast night's Lerrible storm, which shefe€ls was nol rid rhevillage oi them.tf we couJdhap the raisin an ofnafuralorrgin'Your reputahongoes before you You old bam on the outskirt\ol arvll. ihe,, ,ouro haveonly beenhere a night but alreadyword of your -. presencehas spreadround Lhe abbey vrsrtors 'M-r mistressls preparedLo pay for your services,'the servart addswith a look of hopefulexpectation. The money may certainlyprove usefullater, and thereis you cando, so you leav€Aryll, tum to j59 somethingto be saidabout safety in numbers,but you do not want your progressto be slowedin any way li you want to accompanyLady Attana to Haljow'sWell tum to 156 lf you would rathertravel alone, turn to 4-4

274 Blows from a weapon forged on earth have no effec on the Wraith Rider. There is nothing you can do -. 2Ao

2ao It is middaywhen you reachTallow, at the fooLof the westemhills Enteringthe village,the placeseems to be deserted However, walking beLweenthe empty houses,you canhear shoutrngcoming from the hea* of the village Tallow'smarket place is full of a jostling crowd On the far sideof the squarea large stakehas been erected.Tied to the stakeis a haggardJookrng young woman and round her feet faggoLsof wood havebeen heaped. A hushdescends over the crowd as lhe peopleslrain to listento a figurestanding rn front of them.The man is wearingheavy travellingclothes and a thick, hoodedcloak which hides his facecom plefely. The man facesthe crowd and speaks:'The timesare LroubledCrops wither and die, animalsand peoplesicken, the sun hasbeen hidden ior days,dark stormcloudsgather over the hills - and why? These things are all omensof bewitchment.Ail mannerot deviJryis abroad-Did not the wells of Gramandry up after lhc people shunnedlhe Nighthag, while last Stormsdayit rainedblood in AddersfieldlI tell you, lheseare porlentsof damnaLionto come,brought on you by creatureslike herl' he shouts,pornting at the Sirl 'Burn the witch!' shoutsa man, and soon the whole crowd has taken up fhe cry: 'Burn the witchrBURN THE \,TITCHI' An old womanat the edgeof the squareturns, hearing you approach,and you seeshe is almosthystencal, in floods of tears.Recovering herself for a momenl she sobs,'Oh, stranger,you looks hke an honestperson 2Aa 242-2Aj

Pleasehelp my granddaughter. She is a healerby you suvey the area.To your right is the main gate, trade,but she has been falselyaccused of wtchcraft flanled by guardLowers. Beyond thaf, inside the wall, and found guilty by the Inquisitor She is innocent! are lhe stablesand standingbeside lhem is a cart full Pleasehelp her ' of hay.In lhe middleoI the campis a well and to your left are the renains of a small keep. The only other You cannotsLand by andsee such njuslice Pass unchal- people visible are a group of brigands,sharpening lenged.(lf you want to, andif you haveone, you may Lheir swords and knives, on the other srde of the drinl a polion now.)'Stopl'you shoutover the LoPof courtyardMost of the outlawsmust be out patrolling the crowd;in an instantthere is srlence.'This girl has Lheforest You drop down silenLlyfrom the wall and doneno wrong You cannotallow her to be killed.' consideryour next move Will you makedirectly for the keep(tum to zz7) or firsl try Locause a distnclion 'So,'says the Inquisitdr,'onestands Lhere, defending in order to divert atlenlion away ftom your actions the witch. Why, Lheymust be a witch too! They must (tum to facethe Ordeals!'You aregrabbed from all sides,your 5r5)? sword is talcenfrom you and you are hurriedly searched.If you have the Wilch's Mark or a Crescenl 282 Il front of th€ horse, Moon Amulet,tum to .256.Otherwise, tlrn Lo22o is [oo late.The gatesslam shut rn which whinniesand rears, overtumrng the haycartand throwing you and Lhebewildered farmer on [o the 28a road You are immediatelyheld by severalmilitramen You managea farr impressionof an owl hooLingby and frogmarchedto a nearby blockhouse Turn Lo 25 cuppinga hand round your mouLh.The bird-callyou heardwas madeby one of the Mask'slookouts. The outlaws lnow they must reply to Lhe signal, since 2E3 anyonewho doesnot hoot ba& must be a tresPasser WiLhall the forceyou canmuster, you drive Deliverer and all trespassersare krlledon sight-Restore 1 LUCK betweenthe scalesof the Demon'schesL and into its diabolicalheart. Blue flamesrace along the length of Pomt the sword,bathing you and the Demon in their cool At last the trees thrn out and you enier a large light. At once the body of the Kurakilstarts Lo bum clearing.Before you is the Masks camp,built inside with the lires of Hell as its spirit is banishedto the the ruins of a walled outposl. You reach the wall Outer Planes. without being noLicedand, using creePersSrowing betweenbhe slones to helpyou, easilyclimb up to the With the InfemalBeast destroyed, you can tum your battlements.Making sure that no one can see you, attenLionLo Nazek He is holding lhe BJa.tGrmoil, in 244 2E5-2aA front of him Too lateyou realizelhat he is castingyel 285 another spelll Materialzing all over your body are You rest for a moment on a log in a smallclearing. dozensof small,hairy, blackbodies. Desperately yoLr Growing on the rotten bark is a dull grey fungus try to brushthe spidersoff, but somemanage to crawl known as Death's Shroudbecause of its shapeand rnsideyour clothes and bile you with lheirvenomo:' colour\ou cannolremember whether it is poironous fangs If you have the potion calledVenom's Bane. or beneficial,but if you wish Lo you may Lakesome tum lo the paragraphwiLh the samenumber as thal oi Leavingthe cleanng,will you go, the pagecontaining the recipefor this in Sam's Potion Left? Turn to book.If you do not havethis polion, turn to 2o9 4g Right? Tum to 59 Straightahead? Turn Lo5

tE6 You throw the clown a Cold Piece,he deflly catchesit rn his hat, r,\'hichhe then puis backon his headback- to-FronLNow ther. Coxcombsay. in hisowrl \oice. 'what'li it be.a joke,a son8,or a trick?'\^llat will you reply? A joke? Tum to zr9 A song? Turn to Jaa A lrick? Turn Lo20

287 You heaveyourself over ihe wail jusi as the crossbow bolt hts the spotwhere you werea momentago. You 284 drop down on the other sideinLo a bush,then run as Il is Lhebest you cando, bul your rathermundane la. fast as possibleaway from the Lownand out of arrow of sword and sorcerydoes not have what rt takes:: Ian8e.Tum to joo win againslthe storiesof the othercontestants Ever.' one agreesthat the grey-hairedman's tale was i:: 288 best,so he receivesthe prizemoney Disgruntled,l.- Takenby surplse,you slip in Lhemud The monster reLireto your room (turnLo ry9) trapsyou in a bear-hugand jumps back into the water.

-l. 249

Your assailantis trying to drown you in the foul mire to the paragraphwhich is the sameas the tofal.lf you With your armspinned Lo your sidesyou are unable cannotremember Lhe password or if you get it wrong, to draw your sword, so you musl hy to wrestle t[m to 37a. yourselfhee You havesix Attack Roundsbefore you will rrur out of air. Conduct the following battle as 290 norrnalbuf if either you or your assailantloses an AftackRound, do not deductany srer,rrre points MARSH ASSAILANT SKILL8 If you win fwo consecutiveAftack Roundsbefore six Attack Rounds have. passed,you break free and scrambleout of the mire; tum to rr. If you do not, then the stinking waters of Blackmireclaim another victim ..

289 Searchingthe streetsof Claybury,everything seems to be normalexcept that the vrllagerswatch you suspi- ciouslyand avoid you as they go abouttheir business. 294 At last, down an alleyway you 6nd whaf you are The flailinghoofs miss your chestby a hai/s breadth. looking for Above a sturdy door, the outlne of a Dashinground the stall,you seea flashof red disap- tower has beencarved into the lintel You knock on pearinto the shadowsTum to the door and immediatelya panelslides back at eye- 7z_ level. Karad'sface appears aL the opening:'What do 292 you wanl?' The ojl from your lantem splashesover the hellish 'But it's me,'you say,taken aback creatureand burstsinto flames.It screamsin parnand lurchestowards you. 'How do I krow you're who you say you are?You could be a DemonicShape-shifter,' he says-'What's CA NKER 5K]LL 6 STAMINA 8 the password?'lfKarad is to believeyou, you must If you defeat this spawnof evil in fewer than nine repeallhe passwordIf you can rememberwhat it is, Atfack Rounds,add 4 to your rNrrcrror scoreand rnultiply the numberin the passwordby 5o and tunr turn to 6 If you do not, turn to fj. 293-294

293 Creeping between lhe trees,guided by the eede musrc, you enfera r,ridp.lcaring in lhe wood. Lying dmong tall weeds and grassesare moss-coveredtombstones, some toppled and broken There is a disturbing atmos phere about this plac€ The sound of the 6ddle is joined by that of a prpe, accompanied by a taltoo beaten out on a drum You feel drawn to the music and, walking lhrough the deserled graveyard, come upon a chilling sight. Dancing round the opening of a freshly dug grave are a group of skelelons;remnants of clothes still hang from lheir bones The one leading the dance is playing the fiddle, while two others, wearing what werc once military uniforms, are the piper and the drummer The fiddler tums and starh to lead the dancers fowards you, bones rattling as the skeletons skip and jump over the tombstones You recognize lhe lune the deathly musiciansare playing, it is a tune that has gone down in folklore as ihe Dance of Dealh The music increasesrn speed and you feel il drawrng you towards the dancers For a moment your eyes fall on the tombstone and you see that it is your own name that is carved into the stone You must siop the evrl music before rts hypnotic power lures you into your Srave Roll one die and add e lf ihe total is less than, or equal io, your FArrH, turn fo 2ta; if it is greater than your FArrH,ium lo j5j-

294 You iry to keep ahead of the wheel, but the effoit is too great Your legs give way and the great drum crushesthe life out of your body. 295-'9' 296-299

295 and the Cauldronof Midnight wamed of your ap You are facing a thin, hom€d Devil with cloven proach.You try to defend yourself, cutting down hoofs and long, razorlike claws.However, the Hob severalof Nazeks creaturesbefore you yourselffall, is not particularlypowerfLrl and will be affectedby Lrnderthe sheer force of numbers Your adventure your llrrH. Roll one die and add ,. If the iotal is less than, or eqr.ralto, your FArrH,the Hob backsaway from you, letiing you passthrough the crowd (tum to 2ga 69). If the total is greaterthan your FArrH,you must Having dispatchedyour opponent, you are confronted fight the thing. by a tall man on horsebackwearing a long, black cloak.You are startLedto seethat underhrs hood hrs HOB sKrLL 7 facers coveredby an iron mask.A gauntleb-cladhand If you win, turn to 69. pullsa fine swordfrom its scabbard.The sword glows wrth a faint blue light as it cuts through the air 296 The blood in the bottlesfiil feelswarml Unnerved, you 11 pour the thrck red fluid over the prrest'sbones. The MASKED BRIGAND sKIrL jaw of the anda skulldrops open hideous,soul-rending AJtertwo Attack Rounds,tum to 9,1 screamrises from the corpse Blood is normallyused in necromantiqblack magic rituals.The blood you 299 havejust usedis Lhatoi a priest,but an evil one who 'Witchl' the man shouls, jumPing lo his feet and servedthe Dark Lordsof Chaos(lose z FArrHpoints) knockingthe table over. 'l have sworn to the Wrth the deafeningsdeam still ringing m your ears, Purge land of evil scum such as you. Prepareto dje, hell- you rush out of the lomb, shockedby what you have spawnl'The Witch-hunterdraws his sword and leaps doneTum to 112. at you like a crazedanimal

297 WITCH HUNTER SKILL 12 You havenot travelledfar from Tallow whena tenible screamrends the arr round you. It rs a screamyou lf you win, the other peoplein the bar-roomof the have heard before,that nighl of the storm when all Brindled Cat start to arm themselvesand advance your lroublesbegan. Looking up, srlhouettedagainst uponyou. shouting curses tlose I FAIIHPoint and 1 lhe dark stormcloudsyou seedozens of foul Demons LUc( Doint).You run ouLof the inn and leavetenford bearingdown on you. Your progresshas been watched asquickly as possible. Tum to 48

,_.4- 10t-305

300 thanksyou for your mercy(add 1 FArrHpoint for this Once you are away from the town, you rest for a noble and just acf) Beforehe leaves,he handsyou a while to consideryour next courseof action. (You bunchoi herbs It is Driggen,a herb from the south may eabProv$ions here.) There are only a few hours famedfor its ability to Srow in even Lhedriest condi, of daylight remaining;the sky is shll overcastand tions If you have killed a warlock,you seethai he is stormclouds are gatherin8 far away to the west.Two weartng a CrescentMoon Amulef which you may roadslead away from Hallow'sWell The road south remove Tum LoJ85 is signpostedto the village of Aryll and leads to a rangeof low hills. The other takesa route westwards the 303 lo edge of a brooding for€st You cannotdelay The portraitis of a bishop,who lived an exceptionally longer. you (tum any Will go southiowards Aryll to holy life and blessedthrs picture hrmself (add r rarrn or west in your search for lhe BlackGrinotre (tum 149) Point) Retumto 80 to3 1

3o4 304 You brandishEnthus's amulet before the Beast The Farntlyglowing lights danceover the marshahead of Demonsnarls as vaguememories of its imprisonment, you.The path splih her€;will you go; and the pnesLresponsible for it, flood back into its ages-oldbrain. The dragon'sLail srr'eeps around, lash- Left? Turn to 59 ing the amulebfrom your hand (lose r urru poinl). Right? Tum to 5j9 Now the only defenceyou have againsLthe Kurakilis Skaight ahead? Turn to 2ll Deliverer-Tum to 25io.

302 The merchantlries to get away in his wagon,but you Dissatisfiedwith your answerthe High Priestinstructs grab hrm beforehe can escape-Having told him what the dmrds to fake you fo the sacrificialaltar-stone. you would like to do to him for all fhe troubleand Thereis nothingyou cando asyou areplaced, spread- fear he has caused,the man breaksdown in tears, eagled,on the altar and held there by the druids apologizingover and over againfor his actronsYou Raisinghrs sacrifrcialknife above his head,the High cin tell that he meanswhat he saysand you agreeto Priestdeclaimr You must be retumed to the Earlh- Iet hirn go if he promisesnever to bother the people mother so that your blood can nourishthe land' His of Driteham again.He acceptsyour ultimatumand handdrops; your adventurers ove!. 3o6-3o7

306 Berngcareful to avoid the pit, you hurry out o[ the barrow, drscouragedat not finding the Proiector's sword There rs no sign of the druidsand, as trme is pressing,you decidenot [o retum to Aryll buL to set off north-westwardsthrough the hills, in the hope of ioining the road again,west of the village Your mind begins to wander as you stride over the rugged terrain,so it is with somesurprise fhat yoll rormd a rocky ouLcropand come iace to face with a huge, grotesquehumanoid dressed in animalskins. Dropping the deer carcassit was carryingacross rts shoulders, the brulish Ogre steps towards you, swinging its hefty club and grunting 'Ah, now that'smore what I 'ad in mindfor me supperrYooman!'

OCRE SKILL 8 If you win, turn to 27J

50' Speakingslowly and clearly,you offer the creature greetingsand introduceyourself. 'And I am SamBog gart, one of the FenFolk' the crealurereplies in your own tongu€-'l apologizefor faiiing to use your lan guage,but I havelittle needof it here Haveyou come to beg my assrstance?'FollowingSam into the hut, you askhim whaLhe meansHe explainsthal he rs a herbalistand one reasonfor livrng in Blacknireis that all LheingredrenLs necessary for his work grow wrthin its marshyreaches 'l must admit, most people have for8otten that I am still here and so do not come askingfor my help very often.'You havenothing to foa 1or1a2

. 308 The creature dres in an explosion o[ flame, before its spiflt retums to its supematural home, the Elemenlal Plane of lire, buL you manage to avoid being hit bi. the resulfing 6reball. Karad has atso destroyed his opponeni so you hurry into the crypt followed br the ResistanceTurn io 15o.

14L The third militiamanhas still not reLurnedwith rein, torcements,so you makethe most of the opportunity and6ee the town-Iurn to joo.

opponehtwith your swordhilt. Any outlawsyou deal 3t4-315

with comefrom the top of the list below You must 314 6ght the remainingoutlaws, two at a trme A search of the witch's cotLage tums up a Crescenl Moon Amulet, a bunch of the plant Wollsbane SKILL known VETERAN BRICAND 8 for its highly poisonous naLure,and a bone ring carved with runes. You take whatever you like, SCARREDRUIFIAN 6 7 before leaving Mistress cottage to report DWARF ROGUE 6 5 Crowfoot's your failure to ihe of STAFI.WIELDINCOUTLAW 8 7 vrllagers Selwrck BLACKCUARD 7 5 At Firstlighf, still somewhat dishearfened,you set off OUTLAW LEADER 7 7 again The road out of Selwick leads to a junction wiih anolher you If you defeal the olheJ oullaws and reduce lhe Oulla$ from the south; here take the luming Leader'ssrAMrNA to j poinis cr less,lum to 22i- weslwards inio lhe hills. Tum to z6o.

Outside lhe tavern agair! you decide move.Will you, Look roundthe stallsrn the Market Squarc? Turnto:9 Visit the healingwelh Turn to 261 Leavethe squareby headingwest? . Turn to 98 Leavethe squareby headingsouth? Turn ta 272

345 Thatcartload of hay next lo thestables should be ideal- ifonly you canseL 6re to illNo oneat thegaLe takes any noticeof you asyou strolllowards the stables, oresseo as one of their own. lust as you reachthe cart, a large, beardedman stepsout of the stables.Tesf your Luck.Il you areLucky, tum to70.Ifyou areUnlucky, Lum Lo r54 3a6-3a7 jaa-3a9 3a6 Beforethe Wodewrtchcan conjureup anotherenor- 3aE mousinsect to defendher, you leapat her,your sword Coxcombadopts a ridiculous,theatrical pose and starts stillcoatedwith thecockroach's blood The Wodewitch [o sing a humoroussong about a miserwho losf hrs screechesat you and tries lo rakeyour fleshwith her fortune to a crafty fox and a wily stoat,thanks to a long fingemails pearland threecups. When he has6nished, the clown dancesaway from your table,followed by his band of WODEWITCH SKILL 6 admirers,leaving you to retjre to your room The If you win, you can either searchthe Wodewitch's night passeswrthout incjdentand you wake up, fully (restore hovel (turn to j85) or retum to Mussuckimmediafell. refreshed up to 2 sr^MrNApoints). You leave (tLrrnto 242) the inn and are immediaLelycaught up in the early- moming throng of people alreadymaking their way up lhe narrow street to the Market SquareTr.rrn to 347 A DemonolagicalDisserLaLian was written by one a3a Melkor Rankaar,an eminentdemonologrst of recenl years.In it aredelailed many of the foul inhabitantsoi the Prt and memorableservants o[ theirson this plane The book alsodescribes several Demonifuges charms or amuletsdesigned io drive Demonsaway Hidden among the pagesyou find a menhon of a Demonic Word of Command.When ihis word is spokenin the presenceof ce*ain Demons,they arecompelled to do the speake/sbidding. Turn to 68

319 Shoutinga battle-cry,you leap into the throng of the assembledcoven All roundyou membersoi the Resist- ance are enSa8rngwiLches - and wo$e things - in comba[-You tum on your nearestfoe Roll one die If you roll r 3, tum to 295;4-5, ium lo 384,6 turn to 69 51,o-324

320 You are standing at one end of a pillared crypt Patchesof phosphorescentalgae grow on the walls and ceiling,givin8 off a dim light but it is the smell that strikesyou most forcibly. The stenchof disease andputrefaction is sickeningand you gag at the smell. While you are in the crypt you musl reduceyour sKrr.Lby 2 poink becauseof the vile stench.At the other end of the crypi rs a large sarcophagusand risingout of it is a disSushngmass of pseudopodsand seeLhinS,rotting flesh Thrs living embodimentof decayand corruptronwas once human,a servanlof the Dark Gods;over the centuriesit has becomethe Canker,the festeringsource of the plague that has been threateningAryll. Betweenyou and the sar cophagus,howevea there are at leasta dozenPlague Zombies,resurrected irom the dead victims o[ the plague.Roll one die: this is the numberof Zombies you must get past in order to reachthe sarcophagus ForeachZombrefaced, roll onedreandadd4 Ifthe result is lessthan or equaltoyour FAITH,theundead creature is repelledby your auraof Goodnessand you cango on lo facethenext one.If theresult is greaterthan your FA!TH, you must 6ghi the Zombie EachPlague Zombie has SKILL6 and STAMTNA6- For eachZombie you haveLo fight, add 2 to your rNFEcrroN,regardless of the outcomeIf you surviveallyour opponents,turn to j95.

324 lf you have the Beggar'sCurse, tum to r58. If you haven'tbut you do havea Rat Bite,turn to 90. If you haveneither of thesealflictions, tum fo 279. 322

were not sorrj' to see him go- Everyone assumedthat Having banishedthe Demon, you are taken by the he had perishedin the storm.' monks to the infirmarywhere Brother Hugo doeshis 'But tonight he came back, thanks to you,' Abbot best to heal your (restore wolmds up to 6 srAMrN^ Dunstansays, concemed You look at him in puzzle- you points).When have had a little time to recover. menl Tvrl suchas Nazekscannot enter holy ground you lhe monkstake to seetheir abbot In his privafe without invitation,and you invited him.' You rernem chambersyou Dunstan meet Abbot and lhe slem- ber Lheincident. The Abbot is right. You musthelp us facedPrior Alwyn. 'We you all thank for destroying recover the book and we know where you should fhat abominalion,' 'but saysthe Abbot, I am afraidthat fook for the thief,' says the Abbot. 'For rn the Grimone it will prove just to have been the beginningof our thereis one spell more powerful and life threateninS problems.The man who murderedBrother Hierony thanall the rest This spellis oneof unlocking.\Atrat it mous also stole a book, a very preciousand veo u ocks is the Demafrauge.'You have heard of this. dangerousbook. It is the Blarlr Grimoire,a book o( Seeingyour recognition,the Abbot conLinues'Yes, darkmagic,' he 'lts says. pagescontain the darkestand ihe legendaryCasket of Shadows,the prison of ihe most evil spells known Lo witchcraft;as the book is InfernalBeast Last time this monster!^/alked on Titan, virtually indestructible. it was kept hereat the abbey hundredsdied. Centuriesago, the Caskelwas locked on holy ground, so that it could neveragain be used away in the monasteryat Claybury,a villagelying in io causeill. And now if hasbeen stolen' the hills to the west This was thought to be a safe 'The Lhiefknew exacllywhere to find the book, so he place,but it may noLbe any more,as we thoughl the must have beenhere before,'you point out 'Do you bookwas out of harm'sway until tonight.' haveany ideawho he was?' 'We beleve,' Prior Alwyn says, 'that Nazek must 'We do.'replies Prior AIw]'n, 'although it took us intend to use the Cnmoie to open the Demafrauge- some time to remember.lt is many years srncewe However this ritual can only take place on the night haveseen him. His nameis Nazek.He wasa foundling of Shekka'sMoon - in four nights' time. -fhe Gimofte at the abbeyhere long ago and so remainedunder our mustbe going westwardsto find the Caskeb,so that is guardianship.Howevet he wasalways causing trouble theway you mustgo too.' and was more interestedin studying the dark ways 'You than the path of Goodness.Despile our besLefforts io will help us?' the Abbot asks pleadingly.Of conecthis behaviour,by the ageof twelve Nazekwas coruseyou willl You are responsiblefor the theft of experimenting with dark magic. It was not long after the Gritnire so you must recover it. Besides.you have this that he disappearedon a night suchas this.We a scoreto settlewith Nazek.Tum to 2j8 323'34 325-327

You cannot resist the power of LheDread Demon beingcast Time is short,we must l€av€imm€diately' One of the fiend'slaloned hands passes right through You leave fhe BrindledCat and, while Karad leaves ihe village you your ,erkin into your chest,and you feel an agonizing and goes northwards, presson to the painas i[ crushesyour heart west.Tum to 4a.

324 You show the man your token of Goodnessand he At dusk a guard amves,carrying a tray of breadand water immediatelyapologizes for his abruptnessYou waste He opensa smallflap in the bottom of the door no more time and tell him bnefly that you are on a and slidesthe tray through,before leaving you for the night. you quest.'l am Karad,'hesays. Ten yearsago. I sworean Tomorrow wrll be brought before the Reeve your oath that I would hunt out all lhosewho practrse of the town and future will be decided Even you witchcraftand rd the world of them,for my own dear if manageLo escap€,by then it will be too late sisterdied as the resultof an old hag'scurse. I camelo to find the Black Grimoircbefore the night of FenfordafLer hearing that a covenwas formingin the Sheklca'sMoon. You havefailed in your mrssron hills to the west- I have since discoveredthat the coven,the Cauldronof Midnight, led by the Warlock 326 you, Nazek,are centring their activitiesround the villagec: As Karadand the Resistancelie in wait, hidden Claybury.I have startedio assemblea band of resist- amongihe ringo[stones in a dip in thehills, the crescent anceEghters to stop thesefoul spell-casters.'You ani moonrises in the mrdstof writhing slormclouds,blood- redin the Wiich-hunter decide lo combine your effods colour- Shekka'sMoon. Halfan hourpasses, and strll agajnstNazek and the coven, and you tell him a_ no sign of the coven.Then ihere is a tremendous crash about your quest to recovet the Black Gnmatr: andthe skyis tom apartby a bolt ofliShtnrnSthat 'Shekka'sMoon is just one day away, so we must ac streaksout of theclouds, hitting theSround away to the south-west fasLI shallnot be ableto travelwilh you to Claybu4 A roar echoesacross the hills and a dark Karadadds, 'as I have to reconnoitrewith the Resis:- cloud,blacker than the night sky,rises into th€ air over ance.I shallmeel you in Claybury tomorrow,af fhe Claybury.Soon the whole villageis ablaze.The Casket sign of the tower-The passwordis "The four phase. of Shadowshas been openedand the lnfernalBeasf of the moon".'He handsyou a metal plate yr'ith a released.You havefailed in your missron, small manacleattached lo each comer. 'Take the.e Shackles;if you shouldmeef any wrtches,(ry ro se(ri thei toesand thumbswith them to preventany spe.,r You shoutthe DemonicWord of Commandthen say, 'Begone,Demonl' The InquisitorpuLs his handsto his 324-329 33G-332 headas if he is *Testlingwilh somethingin his mind tto He suddenlylets out a tenible screamand falls lo the The gourd breaksopen on the Devrlworm'shead, ground, uncorscious-As you watch, a trail of mist spillingits contentsover the creature.To your horrot risesfrom his mouth and forms into the shapeof a the monsler,already four metreslong, begrnsLo grow nighLmarishcreature, before it is carriedaway on the at a Lerrifyingrate Soonit measuresten mekesfrom breezeYou havereleased the manfrom possessionbt head io tail You hack at it with your sword, but a Demon.However, the DemonicWord of Commani whenever you manag€ to slice right through the was not a holy incanlationbut black magrc (lose : worm'sbody the separatedsegments simply join back FArrHpoint)- Tum Lo19, together Slrikingblow after blow, you do your best to defendyourself untii the monsLertraps you m rrs ' 328 coilsand begins to feast You decrdeto try to fend off the bear wilh one o: the flamrngtorches hanging on the walls But first you must get hold of one of them Testvon Skill Il yo; With shakinghands you lake the potron from your succeed,Lum to 2jo I{ you fail, Lurnto 59. packand gulp it down The antidotetakes immediate effectand the spidersdrop from you, repelledby the Venom'sBane As Nazek begins anoLherincantation you rush at him, knockingthe book from his hands TheWarlock pulls a long,sacriEcial knife from underhis robesand prepares to 6nishyou off At last you have a chanceto exaclyour revengeon the evil Waiock

NAZEK SKILL 10 STAM]NA 9 If you reduceNazeks srAMrNA to 2 pornts or less, 529 fum at onceto 258 The bam is old and the woodenfloor of the hayloft: rottenwith age As you dashacross it, the boardsgir: way underyour weight and you fall into the mass,n Of all the drinling establishmentsthat surroundLhe writhrng bodiesand are nippedand bitten repeated, square,two really draw your atlenlion- One has a by the rats.With a blazingroar, lhe roof of the bar: brasscoin painledon the sign and fhe otherdepicts a collapsesand you plmge into the ragingInferno YoL- bear chained to a post Will you visit the Brass adventureends here. Farthing(turn to 266),or the BaitedBear (tum to :62)? fi6 335-535

tNFEcTIoNscore Lo zero and restore uP to 6 Points of as Trying to keepthe hills to ihe wesLin si8ht,you treao srAMI\A. but ignore any other instructionsSiven (cross off your warily alongthe winding paths into the gloomv deptk to the use of the Heal-all the Heal-all you a little time of Blackmrre.The marsheshe under a murky haze AdoenfureSheet) Safe once more, take on Lhe road through whrch a dim half light fillers.Watching oui to recover before continuing westwards for hazardousbogs, you comeupon a trail that leadr out of Aryll. Tum to 357 from the direction of Fenfordinto the swamP Thi! paih is soakedwith blood and looks as if somethrng 335 tower is througha door, at Lhe has beendragged, dying, into the fens Do you wan: The only way into Lhe that has been built into the to follow lhis gruesometrail (tum [o 375) or woui. top of a fli8ht of steps, roundwall. The door is unlocked,so you oPenit and you ratherstay on your PresentPath (tum to 274I steprnto lhe lower.The buildingis completeiyhollow and a stai.caseleads upwards round the insideof the 554 atmosPherein the Lower The acolyteshold you down on the ground while towerto the floor above The you Lhe of their leaderopens a woodenbox and Lipsthe .onteni. feels oppressiveand can sense Presence behindyou. There live scorpions all over youl Will you jumPuP axc evil. Suddenlythe door slamsshut is a splinteringcrash and a huge block of masonry try to shakethem off (tum to 39r) or lie perfectlvsll the room where (tum to 2o1)? smashesthrough the floor aboveinlo you stand,showering you with dust and rubble The whole tower starts to shakeand the walls collaPse inwards The groud opens up, swallowingNazeks recentlyabandoned stronghold and burying you with rt

Huniedly you gulp down LheconLenLs of the flaskaf,: are overcomewith relief when a golden warmth begir= to flow through your whole body. The holy panace; has destroyed the plague wjthin you Reduce yo:r 53r339

557 The dogs areput Into the pit and immedratelyleap on the bear,which does iLsbest to defenditself with its hugefront paws.Howevet someonehas been careless: the post is old and rotten and can no longer take Lhe strain of Lhebear pulling against it To everyone's sr.rrpriseand horror, with a Lerriblesplintering sound the enragedbear pulls its chainfree of the stake.With two blows from its greatpaws the nastiffs lie deadin the pit Screamingin panic,the oowd runs for the door Will you slandyour groundand try to stop the bear(tum fo 164)or flee(lurn lo 55I

534 YoLrhold your breathfor as long as you can,but at long lasl you are forced Lo releaseyour hold on the weed and you float up to the surfaceof the pond. You gulp in the fresh air but unfortunatelythe lhree minutesis not up. Rocks,pitchforks and other farm implementsare showered upon you, until your lifeless body floals,face down, in the pond.Your adventureis

139 Crowing amongfhe reedsat a pornt whereyour path crossesanother is a singleMalague - a ioadstoolused to help sweatout fevers.You may pick it beforegoing on At thelunction, will you go: Left? Trnn to 2j7 Right? T\nn to r74 Skaighf on? Tum to j96 310-,14 542-345 340 You ask the boy if you could have a word with the 342 Are you wielding the BlessedBlade, Deliverer? If you puppeteer.He leads you around behind the boott! are,tum lo Ofherwise,tum to r78 wherea bespectacledold man is adjustingthe costume 39r. on the woodenfigwe of the Wlse Fool. 'GrandJather, there'ssomeone Lo see you,' says bheboy. The o1d 543 Passingback through the alcove,you reachthe arch- man looks up and nods a greeLing.You tell him ho!r' way jusf asthe crumpledbody of the undeadguardiar much you enioyed the performanceand how you rises to its feet. You musLengage the wa.rior jn admiredhis puppets. combat once again 'lf you're interested,'says the puppeteer,'you could BARROWGUARD SKILL 8 buy this one if you like.' If you are willing, you ma) buy the puppetof the Wise Fool for ro Gold Pieces If the warrior wins an Attack Roundagainst yoq roll Whateveryou decide,the old man showsyou how he one die. If you roll a 6, the battle-axestrikes you, operateshis puppetsand, when he has finished,you causingj srAMrNApojnts of damagerather than the thankhim for his demonstrationand bid him farewell usualz If you defeatthe BarrowGuard for a second Turn to a5, timq Lum to 306

344 544 Passingthe reinsof your mounLto on€of Lheservants You ask Lhebeggar if he will help you. 'lf m1 elp you bid LadyAttana and her groupfarewell She hands wasn'tgood enoughfor yer last time,I don't seewhy you a Purse,containing your fee of ro Gold Pieces it should be now,' Cynric complainsmoodily You You watchas her party is swallowedr.:p in the crowdei pleadwith him,blurting out oneapology after anolher. back skeef down which Lheyride. Tum to :54. Testyour Luck.lt' you areLudq, hrm to r5r. II you are Unlucky,tum to 525.

545 The Inquisitorlets ouL a temblescream and falls to the Sround,unconscious. As you watch, a trail of mist risesfrom his mouth into the arr and forms the shape of a nightmarish creature.The apparition is there only for a moment before the mist is carried awav on the breezeTum to 19j. 546-349 55c354

546 Dusk falls and you are slill a long way from the The flaskhits the edgeof the sarcophagr.rsand shatters. villageof Aryll. After the day'sevents you arein need spillingits contentsover the diseasedCanl

347 350 As you leave the altar a feelingof wellbeing floods Heedingthe Witch-hunter'sadvice, you chainthe old through your body (add r Lo your FArrHscore) You woman'sthumbs and toes togetherin order to stop strideacross the bridge wilh renewedconhdence and her casbingany spells.Before you can do anything throughthe easternPilgrim's Gate Turn to 254. else,you are assailedby the witch's familiars You mustfight themall at the sametime. 344 You sit down oppositethe man and greet him with SKILL STAMINA the usualpleasanhies 'Look, don't wastemy time,'he BLACK CAT interrupfsrudely, 'tell me what it rsyou want, or leale TOAD 22 me in peace.'Surprised by his bluntness,you ask the CRIMALKIN man what he knows concernrngthe BlackCrimotre lt BAT is the mosl evil and unholy book in the kingdom,and If the Grimalkinhits you more than twice,you must now Lhe Cauldronof MidnJght has itl \r'y'hat'sit tc loser sxrlr-point. If you win, turn to 19o you?'he hisses.You lell the man that you arelooking for it. 'Why, are you a witch?' he replies Then he 554 grabsyour leit hand and turns it over so thal he cax Yow victory will bring peaceto many oi the villages seeLhe palm, at the sametime checkingto seewhether in the areaand make the roadsat leasta Lttle saJerfor you arewearing any amuletsIf you have the Witchs havellersand pilgrims.You take a moment to look Mark or a CrescentMoon Amulet,tum to :99. If you more closely at the Mask's insedible sword. The do not, tum to 275- weapon has been 6nely crafted and the blade is en- graved wifh strangerunes. Yor.r pick up the sword and 349 once more it starts to glow with a faint blue light- Your joumey southis unevenlfuland, having crossec Readingthe nures,you seethab they spellout a name, the Cnmiry River, you reach the edge of the hrlls DelivererlThe magicalweapon you now hold in your 3s2'354 354 hands is Lhe legendary BlessedBlade of lhe warrior The wa[er from the spring has a high content of priesi, Gwythain lhe Protector Add 2 FAIrH points mineralssuspended in it. Although you havenot been and restore 1 LUCKpoint for your find You rray aso particularlyblessed, when you drink the water (whrch add 1 sKrLL point to your current and lnilhl sKrLL you may do at any fime exceptduring combaf)you scoreswhile you are using Deliverer Curiosity finalll may r€storeup to porntsof srAMrN,rYou leavethe gets lhe beiter of you and you lift the iron mask fron 5 temple and go back down the hill to the Market the dead mank face What you see beneathmakes you Square.Turn to rgr recoil in revulsion The Mask's face is ienibly disfig- ured by scarsand bums, and its leit side is skull-lrkeir appearance.Nol wishrng to stay in the oullar{s' camf any longel you prbpare lo leave, bui not before pocketing some of lhe Mask's booty for your trouble Roll one die and add 6. This is the number of GolJ Preces you are able lo pick up Lying among the ireasure on the table is an omately carved, dari wooden box with a silver lock If you have a silve: key on a chain, turn to the nurnber engraved on it I: You cannotresist the pull of the evil music you do nol have the key, no matter how hard you tr, Joining lhe skeletons'dance, you iorgetall aboutyour quest. fhe box seems to be protected in some way ar- cannol be forced open (tu.n to j7l) 354 As you run acrossthe cavem, the flies are angrrly trying to sling you and passon the dreadfuldrsease they are carrying.Fight lhe flies as if they were one creatureEvery time you lose an Attack Round,you clo not lose any STAM]NApornts, instead, you musl add2 Loyour rNFEcrroN-

CARRIERFLIES SKILL 7 Once you have fought three Attack Rounds,you reachthe door andescape the fliesby runningthrough it andslammrng it shutbehrnd you Tum t<.:;zo 55f356 55155o

You can hear the soundof severalpairs of hob nailed You nanaLe bootschasing you up the side-streetwhich runsalong a [ale of heroic knights and a questfor honour your the edge of the town wall. The mrlitiamenare not in and kingly treasuresYou have audience enthralled you sight yel but you do not think you could takeon all and,when 6nish,you areSiven a great rourd of them Exhausted,you stop and look arounddesper of applause.Everyone agrees Lhar your srory was ately.Ahead of you, somebarrels are sLanding outside the besl and the prizemoney is handedto you (add your a boarded-upbuilding Will you hid€ in one of lhe the 6 Gold Piecesto AdoentweShzet).\n a you rehre your (fum barrels(tum to 24o), or will you use them to climb iovralmood to room to V9)- over the toranwall (turnbo 161)? 558 'Hang on, you're not Gexl' shoutsthe brigand Whai 350 'aveyou The infemal beastwas not Lheonly prisonerof the done wth'rm?' In a momentthe ou aws are upon you you Casketof ShadowsWhile you aredoing battleagainsf Outnumbered, don't have a chance. You hheKurakil, all mannerof ceatures,thought to exisf aredealt wrth swifLlyand mercilessly Your adven- only in nightmares,creep, aawl and slitherout of the chest through the portal between the planes The monstersswarm acrossthe crypt, overpoweringihe 359 You have gone you Resislanceby sheerforce of numbers.EvenLually you not far fiom the village when too Iall undertheir onslaught. begin to sweaLheavily. Your skin becornesirritated and,as you scratchit, red blotcheserupt all over your body.The virulentplague is killing you If you havea Heal-all,tum to 335.If you do noL,turn to 5j

760 You light the candlesand begin to pray. If you have some of the herb ScarletLady, you can burn rt as incense to aid your praying. Roll one die and add 8 (subtract z from this fotal if you are buming Scarlet tady). If the total is lessthan, or equalto, your r,r.rrx, tum to ajz If the total is BreaterLhan your FArrH, tum to 166. 361-562 355-354

76a j63 The four metreJongmonstrosity slidesrowaros you You leap at the r /oman, but at the last moment she its headswaying menacingly from sideto srde. Iashesout at you, striking you on the jaw (lose z DEVILWORM sxrll 10 sraMrNA1c STAMTNApoints) Tum to ja2 As soonas you win anAttack Round,turn to rt9 364 You speak the Demonic Word of Command once 362 more (lose1 FArrHpoint) and order the infemalbeasl The crowdedbar-room of the BaitedBear lcs unoer,: to 'Begone!'The creaturestops in its approachas if it smoky haze rising from the pipes of the tavems has hrt an invisiblebarrier. It snarls,clawing the air, cusfomers,while serving wcnchcs r.r,alkbctwcen th,: then begins Lo move forward again. The Demonic tableswith trays of ddnl

vicious, spiked collars.Many of lhe spectaLorsafe placinSbets on the outcomeof the imminentfight. Ii you want [o placea bef, tum to 2aa; if you do not turrrto 33J_ j6jFj55

565 A gaudily painted sign over the next stall reads 'Hemlock& Hogweed Apothecaries.The stall itself is crammedwith bunchesof herbs,jars and bottles, and a set of brass weighrng scales Two men are standingbehind their wareswiLh srckly smiles on their faces,The 6rst is piggy-lookingw h beadylittle eyes. His companionis tall and thin and wrth a deathly appeaEnce'Hogweed, my dearchap, I do betrevewe have a customer,'says ihe tall man,who you assume is Hemlock If you want to see what Hemlockand Hogweedhave to offer,lurn to 160; otherwise,turn Lo 3s9.

t66 You areled by Prior Alwyn throughthe abbeybuild- ings and out to the monks'herb garden.Already busily Lendingthe plantsunder his careis a thrckset, beardedmonl< 'This is BrotherTrefor,' says the Prior 'l m surehe will helpyou selecLanything you consrder necessaryfor your joumey' BrotherTreFor is a joll1, man and soon puts you at your ease-Between you both, you comeup with threeplanh that if might be wise to takewith you- Garlis a guaranteedprotecbion againstVampires; Aramance, a punSent,sweet-smell ing herb used to againstdisease; and Clebe t. Suard *+i Balm, ihe leavesof the plant beinS used in many healingpreparahons. UnlorLunately, Brother Trefor can spareonly one oi theseplants as lhe herb gardenwas badly damagedin the storm last night and many valuableplants were desLroyed,making lhose thal remainall the more precious.(Make a note of which 369-572 36f354 one you Lakeon yor;,rA.benture Sfieaf.) You decide 369 thaLLhe urgency of your missronmeans you cannot The thief manages to exlracL two portions of your delay here any longer, so you prepareto leave fhe Provisions ftom your backpack(cross them from your abbey Turn to 272 AduenLureSheet) None th€ wiset you leave the Baited Bear,tum to jlJ 367 You follow the road going west in the shadowof lhe grimJooking hills. It must be almosl midday wher you come to a fork in lhe roa4 althoughyou canno: seethe sun at its zenithbehind the forbiddingcloud! You can either carry'on westwards(turn to i45) o: iakethe newbranch north-west (tum fo 1ql

364 You hold your breathunlil your lungs feel as if thel willburst, thenyou surface,gasping for air Fortunately. Lhe three minutes is up and many of the villagers actuallythought you had drowned 'The third Ordeal,' 370 commandsLhe Inquisilor. You are draggedfrom the Dashingthrough the foresl,you run straightinto one pond andled backLo lhe MarketSquare The Inquisitor of lhe outlaws'traps You arejerked off your feet and is standingbeside a buming brazier,holding an iron hoisled severalmekes off the ground inside a huge horseshoein one hand.'This 6re has beenblessed and net The olLtlawssoon catchup with you and quickly so shallnot harm the pure-heated'he saysand, to dispatchyou beforehelping thernselves to your belong prove the point plungesthe horseshoeand his hand rngs into the flamesThe crowd gasp,fust in horror lhen rn amazement,as the Inquisitorwithdraws his handfron the brazrer,unmarked. 'lf the accusedis not a witch The door opensjust far enoughfor a crossbowbolt to then they shallbe ableto retrievethe horseshoe'You be fired through the crackwith deadlyaccuracy. Your are surroundedYou have no choicebut to put your adventureis over hand inlo lhe 6re. If you have drunk the Salarnander potion,tum to the paragraphwilh the samenumber as the recipefor thatpotion. lf you havenot, tum to 260 You toss a corn to the beggar and he managesa 575-374 57r577 toothlesssmile Thanks,stranger. May Alishankalook more krndly on you than she did on rne'The old The bloodied trail crosses other tncks and rivulets man'swords fill you with a senseof well-being(regain running tluough the manh until it reachesa clearing 1 LUCKpoint and add l poinf to your FArrHscore) litteredwith the bonesof animals,large and small.On You attach yourself to the line of pilgrims making the edge of the dearing is the carcassof an ox and, their way into the temple and follow them inside from what you cantell, it hasbeen killed only recently. Turn to r7r. Thereis a ripplein the waterbeside the clearing,but it must be a 6sh or a swampsnake, you tell yourself Suddenlysomething rears up out of the water at your You decideit would be too dangerousto makeyour leet Testyour Luck.lf you areLucky, tum to t. lf you way back through the keep, since the oullaws will areUnlucky, turn to 288. doubtlesshave beenalerted Lo your presence,so you look for an alternatrveexii The only one you cannno 516 is the window There are no trees growing wilhln Unfolding the page Forn the Bla& Crimoire,you begin jumpinSdistance so, carelirllyhying to assesshow far to read.As your lips form the wordsthat will lock the abovethe groundyou are,you drop from the window chest,you seeNazek still a short distancelrom you, Testyow Skill lf you succeed.you land fairly safell mouthing something.Your concentrationstarts to sufferingonly minorbruising (lose z srAMrNApoints waverand you almostlose your placein the spell.The Warlock If you fail, unable[o contro] your fall you hit the is using a Charmof Confusionagainst you. groundpainlully, hurting your shoulderand your back Testyour Skill.If you succeed,turn to 1o9. I[ you fail, (lose4 sr.r.vrN.lpoinis and 1 srrrr point).If you are slill ahve, yotr follow lhe outlaw'sdirections again Lhistime away from the camp Backon lhe road,ani 377 having discardedyour disguise,after Lwo hours you You dragthe piper'spet off you andcmsh it underfooL reachLhe village of FenfordTurn to roo The manhisses with angerand, dropping the charmed pipes,pulls oul a daggerfrom a sheathon his belL As he runs at you, you can see the fury in his eyes, 374 As you deal the killing-blow to the last guard, you glaringhom under the hood, and hjs rallike features! You your yoursell find yourself surroundedby the whole of the tovrr draw swordto defend militia. There is nothing you can do to stop thern PIPER SKILL 8 &a6ging you off to a nearby blockhouse- Tum tc ,5. If you win, hrm lo rzo- 3ra-jao 3ao

516 potionsbefore you will have to be on your way. The The brigandsseem satisfied that you are in facl Gex, mixturesyou may choos€from are lisledbelow, with and without further challengesyou enter the keep therr and pagenumbers in Sam'sbook, but Entering a room, you are conlronted by a guard and rngredients eachingredient can be usedonly once. hrs companion, a wolfhound At such dose quarters, the guard seesyou are not really one of the outlaws Bogga*s Btats - if taken after a battle it will resfore and orders Lhe animal to attack you. If you kill the half the srevrNe points lost in the hght Page74. dog,you musl thenface the guard Ingredients:Madder, Clebe Balm, Mudcap

SKILL STAMINA SaLamander- Lhis conco(tion protects the user from WOLFHOUND 76 fire, jusi as lhe salamanderis unaffectedby bumrng. GUARD 88 PaSe116 Ingredients,SkuJlsgrig, Drake NeLtle, Phoemx Crass, If afterten Atlack Roundsyou havewon, you coniinue your searchthrough the keep(tum to a25;)If afterten Chillwarm- ar,yonetaking this potion will be ableto Attack Roundsyou arestill fighting,tum to 5ro. resist cold. Page16l Ingredients:FrosLflowet Toad- wort, Driggen. 379 Aylmer's FJbir this powerful preparation helps the Thwackl A low branch springs back into position, user corumrn€with his or her gods by inducing a hitting you acrossLhe face. You are flmg from your tranceLke stabefor a few momenLs.The effectis to rlose horse.dazed 2 srAMrNApoinfs) lhere isnow '1o increasetheir r,rrrx by 2 points Page2 )9. Ingredients: sign of the brigands,so you remountand your horse Mlstletoe,Spoteweed, Scrallus trotsback to theroad Tum to 191. Venom'sBane this is an antidoteto the poisonof ihe venomousbites of creatr.rressuch as snakes and spiders 560 Samopens a batteredold book and thumbsthrough Pagr3-1r Ingredients, Malague, Death's Shroud, Mistle' its dog earedpages, finding severalconcoctions that toe, may be of use to you Of course,if you do not have Clearsee- Ihis potion allows the user Lo see through the correcLingredients for a potion, Sam carmohmake any magrcallycreated illusions. Ptge J8J. Ingredients. it for you. He alsoexplarns that, if mistleloeis to be PhoenixGrass, Eyebright, Spriteweed. usedin a mixture,iL musthave been cut with a Golden ihe potionsyou havechosen on your Sicklefor it to keep its magicalproperlies. Th€re is Make a note of Arluenture with their page numbersfrom Sam's only time for Sam to make up a m:rxlmumof two Sheet, book,Lhen turn to 256. tEF5aj tt4

38a 3t4 Sword in hand,you kick open the door. You entera The coven is made up of wi[ches from the whole small room but, instead of finding LheMask you have kingdomand you areopposed by an enchanLressfrom found his second-in-comrnand.The Master Brigand lhe ghost-hauntedisle of Horm picks up two curvedswords ftom a table and whirls ENCHANTRESS SKII,L 8 STAMINA them dextrouslyround ht head, one in each hand 7 Because[his opponentuses two swords,he has two If the enchantresswins an AbtackRound, roll one die atbackseach Attack Rourd to your one, as if you were On a roll of 5-6, she managesto catch your glance fighting two opponents. and spellbindsyou, automabicallywinning the next Atlack Round If yoL.Lwn, tuln io 69. MASTERBRICANp sKrLL10 sr^MrN^9 If you win, back in the corridor you try fhe other door Tum to zr5.

582 The bar is drawn backand you are allowedout of the bearpit. The tavem's customerscheer as you walk acrossLhe bar-room. Ary stakemoney you put down is losL,since the 6ght was forfeitedby your interven- tion. Somepeople crowd round you to pal you on the back.lesl your LucL.ll you are Lucky.tum to 3r3. If you areUnlucky, tum to zr4

3aj BanSingon [he door of the woman's house, you announcethat lhe Lurcherhas gone, and you are welcomedinside. The nexLmorning, after a refreshing sleep(restore 2 srAMrNApoints), you follow the road going west out of Dritehaminto the forest,Several hourspass without incidentuntil you reacha junction Will you continuewest to Mussuck(tum to j) or head south-wesl for Fenford (tum to aoo)? jsrSV

ta5 The man and his steedbegin to kansfonn before your very eyes.'Theirskin contracLs,becoming taut over Lheirbones, then pales to a deathlygrey. Goneare the man'sfine dothes,to be replacedby tatteredrags, and in his eyes is a look of pure hatred. 'Fool!' he rasps. You shall pay for your impudencewith your soul!' Do you have Gwybhain'ssword, Deliverer?If you have, turn to r4t if you haven't, Lum to 54.

346 As soon as she is dead, the Wodewitch dissolvesinto a puddleof greenslime. In her robesyou find not one but two gourds and both still contain some liquid. One has the leLter'G' scratchedon it, the other the lelter 'S. You may take either or both of these. You notice that the musluooms the Wodewitch had bem colleclingare Mudcaps, rlsed in thebrewing of strength potions.You may takesome if you wrsh.SLill wonder- ing whetherthe mad old hag was responsiblefor the Devilworm, you make your way back to Mussuck in order to find out. Tum to ,42.

3at Having made camp, it is nol long before you are asleep .. What was that noise? Quickly you rouse yourself and stand ready, sword in hand. Thm you hear bhegrowling again.A shadowyshape suddenly springsat you oqLof the night The long fangs,thick brown hair and bestialfeatures betray that you are now fighting for your life against a ravening Were- wotf- 3sa 3af59o

WEREWOLF SKILL 8 STAMINA 9 349 Thereis nothing elseof interestto you in the Market lf you win, but sufferany woundsin this battle,Lum Square,so you decideto leave.Will you now set off to r4z. If you win withoul sufferingany wounds,wilh to LhewesL {turn lo 9E,or thesoulh lturn lo 27:)? the dawnyou areon your way again(tum to 5Z).

388 RememberingLhe words of Tira, Mjskess Crowfoot's aPprentice,you assumethal one of Lhesecreahres could be the transformedwilch If so, then sprinkling the powder on her will makeher resumeher human form - that is, if Trra was telling the lrulh. \Mich famtliarwill you sprrnklethe powderon? Will it ber The blackcat? Tum to 40 590 The warty toad? Turn fo a56 The hagssuddenly dive out of the sky straightat you The impishcrimalkin? TuIn to 84 You mustdefend yourself whrle continuing to hangon The taillessrat? Turn to 69 lo lhe stonewith one hand.Because of your awkward The raven? Turn to 185 fighting posilion, yor,r must reduce your Attack The bat? Tum to zg9 Strengthby j poinls for the duration of this battle. Fioht tlpm nnp ,1, timP

SKILL STAMINA FirstBEDLAM HAC SecondBEDLAM HAC ThirdBEDLAM HAG lf you lose an Attack Round,roll one die If you roll 5-6, Lum to 93. If you defeat all three hags, their bodiesseem lo drs:olreinio the air 'regainr LUcr point for your victory). The rest of the night passes peacefully,and at first Lght you are on your way again(turn to 28o). J8E 349-390

WEREWOLF SKILL 8 349 There is nothing else of interest to you in the Market If you win, but suffer any wounds in this battle turn Square,so you decideto leave.Will you now set off to 142.If you win sulfering without any wounds,wrth lo lhe westitum to 98) or the south(tum to 272)? [he dawnyou areon your way again(turn ro 57J

586 RememberingLhe words of Tira, MistressCrowfoot's apprentice,you assumethaf one of theseqeafures could be the transformedwitch. If so, then spdnkiing the powder on her will makeher resumeher human form that is, if Tira was telling the truth. l4&ich FamrliarwlJ you sprinklethe powderon? Will it be:

The blackcat? Turn to 40 390 The warty foad? Tum to 155 The hagssuddenly dive out of the sky straiShtat you The rmpishGrimalkin? Turn to 84 You mustdefend yourself while continuingto hang on The Laillessrat? Tum to 6j to the stonewith one hand.Because of your awkward The raven? Turn lo aE5 fighling positron, you must reduce your Attack The bat? Turn lo 259 Shength by j points for the duration of this battle. FioLt tlpm.nc:f, hmp

SKILL STAMINA FirsiBEDLAM HAG SecondBEDLAM HAG 5i ThiTdBEDLAM HA6 Ii you losean Aitack Round,roll one die. If you roll 5-6, iLrrn to 93. If you defeat all three hags, their bodiesseem to di\"olveinlo the air (regdini LUct< point for your victory)-The rest of the night passes peacefully,and at Firstlight you are on you way again (tum to 260). 594-395 594-596

594 t94 The slightest movement and one of the scorpions The creatureexpires in a ball of flame, before its spirit stingsyou. Rackedwith pain,you find it impossibleto refumsto the ElementalPlane of Fire,rts supematural remainmoLionless; as you flail about,trying to cn-rsh home. This fireballhits you, scorchinSyour clothes the creatures,they all sting you rn order to protect andleaving you badly bumed(lose 4 srAMrNApoinLs)- themselvesRoll one die and add z. Deduct this If you aresLill alive, seeing that Karadhas managed to numberof pointsfrom your srAMrNA.If you are still destroy his opponentyou hurry into the crypt, fol- alive bul your sTAMINAscore is now less than 4 lowedby the Resistanc€.Tlrrn to 15o. points,tum to jt. Otherwise,tum to 42. 395 .392 The evil Canker reachesfor you with foul tentacles The holy weaponcuts deep into the Wraith which lets Will you, out a chillingscream At the samemoment it releases its grip on your arm and, losing your balance,you Attack the Canl(erwith your sword? Tum to 186 topple backwards off the horse. Plurnmeting earth- Thrcw your lanlemal the wards,you can do nothing to prevenl fate takinSits monstrosity? Tum to z9z Throw a Heal all at it (if yor.rhave cowse.Tesl youl Luck.If you are Lu&y, tum to 36. If yoLrare Unlucky, fum to 229. oneP Tum to 346

395 396 The night passespeacefully and you wakeup, refreshed The soddenpath twisls and hrns, changingdirection junc (restoreup bo 2 STAMINApoints). Leaving Lhe rnn, you every [ew hundredmelres. The path reachesa T proceedon your way. Tum lo aj1 tion in fronl of a deadelm Will you go: Left? Turn to 285 Right? Turn to 198 t97

397 Your opponentfalls and you breakthrough the coven's ranksand find yourselfat the foob of the plnth You arrive just in time to hear Nazek shout, Oh Kurakil, great Infemal Beast!Oh Miphreas, the Soul Deshoyerl Be free of your prisonl' The spell is complelelA rumble of thr.mderreverberahes round the crypl and the night sky is tom aparl by a bolt of lightning that streaksdown out of the clouds,through the hole in the vadted ceiling and into the crypt, striking the Demafrauge.There is a dazzlingexplosion of light and the lid of the chest flies open Steppingout of the thrck smoke that rs rising from the casketis a foul monstrosityat least five metres tall. The creature's lorso is humanoid and covered with shimme.ine bronzescales. Sprouting fiom its shouldersare a pair of mormous, leafhery,bat-like wings; vioous spikes protrudefrom iLsspine, which endsin a dragon'slong lail. The demonicbeast's head is like that of a woli but on a largerscale, with fangsas long as knivesand Lwo homs growing from the top of its skr-rll.The Kurakil throws back its head and lets out an animal roar.At last it is fue aftei many centuriestrapped in limbo Although you were [oo late Lo prevent its release,you may still be able to defea! the Infemal Beast.Will you attackthe Demonwith Deliverer(tum lo z5o) or use something else against if (furrr ro 2701; or will you first read the Spell of Locking, rf you have it, by tuming to Lhenumber on the page from the Grimoizon whichthe spellis written? 394-4oo

394 Ururervingly,you find that the bottle is slightlywarm, and you wonder how fiesh the blood it containsis. Retumto 8o.

399

Aln ih EiehlihAtunlasv

THE TROLLTOOTH WARS Steu lacksoa It st.rted with an anbuh ! /h€n Balthus Dire's bloo.Icting Hill Goblic mount their Eid on ihe Shon8am @.!,r! liftle do ih€y rc.lia what dh@hc cdsqqer then adions will hft. For that erav.n cnies C@elworl a mystical h€rb from Eastm Allesia. dslined lor none olh€r tha lhe evil sorcelor Zhdadd Maiil Wd betwem two fo(.s well Mtched for evn - is soon to ensue wil Balthu Dirds clEoti6 or Zhea&n Marls m&ad prove vict onos? The dwer B hde in lhe 6rst Fidtin8 Fmtdy novel

DEMONSTEAL!R Mtrc G8oi8re tl rtart€d with . bur6l,ry Bom€ rlott on tlE bet of an imMse bat, a sinist€r thier br.ak into the tower of the 3o.ces Yazkono Guided by lons-de.d voices, he h&ases to male off with an an .ient saoll wbo,e !.@ts @!ld spell doom dd desku.tion for all

Chadda D lnae js soon on th€ hail of lh€ thiel But as thc guesl srows ever lonser, hi6 Mesins doubk about th. powe. of lorcery t6 into niahtmrer The kail le.ds Id beyo.d no heh All&sia to th€ Pirate Coast and the twkting alleyw,ys of P.id6a whft Ddkme's nightmG b@ne n$h! Fd the thief his u*d the anci€nt sdoll to shhon oth€E to help hh in his sor.dous task Denon! who ft not bMd by the constraints of earthly for6s - who f.ast on the hullE spint 394-4oo limp Nazekis dead.The rest of the fiShtingis soon 594 Midnight is no more. Lnnervingly.rou 6ndthat the bottleis slighrl\.. j-:. overand the Cauldronoi you see Lhat the heavy, grey and you wonder how fresh the blood ir conta : Dawn comes and " have given way to clearskies Returnto 80 cloudsof lhe last week The month of Closeis almostuPon the land and there is a sharpchill in the air,but the oPPressrv€atmosPhere 399 Nazek'simnobile body You lake the full force of the kick in your cr=:. r of evil hasllfted. Lying beside your whole qtest: the BlackGtimoire throwsyou backrnto the yard and leavesyou ::::.et ls the objectof you restedfor a few days at Claybury, andwinded (lose j sTAMINApoinLs) Prckrng;,r---X When have you will reLurnLhe evil book to RassinAbbey, and up, you run backinlo the stable(turn to 72). neveragain wrll it threatenthe safetyof your home land.As you think of the abbey,you canjusl imagine lhescene: Brother Calamus is illuminatinga texi narrat hg the slory of a truly heroicadventurer who over- .ame the forcesof evil to bring peaceto the land The :tory of ihe SpellbreakerYour story

400 The evil of Shekkais strong,but your faith is :,:.:.r" You feel the dark goddess'sgrip as your mrr: :Er1i to fail With every fibre of your being ].r --y yourselfto move again With one hand you -rns to Lracethe Runeof Good in the air Sudcie !-!r: mind and body are free of al1tension and :=:' :.j:r1 Yelling,yor.r bring the BlessedBlade dorm .. :- qr io'\e thal it goes lhro.rgh \a. e\ . : . - 'traiBht -* $e p\n\\ beneath T\e \Nar\ock s bod-r' -r:tr:- r EFr,