Post by champskees on Dec 7, 2013 3:24:24 GMT
This is one of the more complex books in the series. There are a lot of items to keep track of, many puzzles, name conversions, and a few tough fights. The design of the book is nice; there are a few minor errors, but put together rather well. You will have to basically do almost everything in this book in order to complete it, which makes it a rather long adventure. One thing I really like about Keith Martin is that he tries to make each fight individual; almost every encounter has its own special rules and keeps things fresh.
A Skill of 10+ is recommended for this adventure due to a tough fight at the beginning i.e. the Greater Ghoul, as well as the potentially devastating Barrow Guardian. I suggest 10+ Luck & 18+ Stamina too.
You begin with:
Knife (Roll D6 if hit enemy. 1-4 = 1 Damage inflicted, 5-6 = 2 Damage inflicted).
12 Food.
No shield (-1 Skill penalty in combat).
Beginning
- Fight Sk 6 St 7 Sea Zombie.
- Head north-east along the coastline.
Coastline
- Walk down the path to get to the wreck.
- Test Skill. Fail = 2 Damage.
- You want to dive (chest, bottle, net).
- 4D6 Test Stamina. Success = Take chest. Fail = Start again (you need the glue).
- 4D6+2 Test Stamina. Success = Take bottle.
- 4D6+4 Test Stamina. Success = Take Fishing Net.
- Test Luck.
o Success:
o If you have a fishing net:
• -2 Enemy’s Attack Strength in next combat.
o Fail:
o -1 Attack Strength in next combat.
- Fight Sk 7 St 9 Squirting Octopus.
- Retrieve Fishing Net if you used it.
- If you acquired a chest from diving:
o Take Glue.
o Take Sword.
o Take 6 Gold Pieces.
o If you salvaged a bottle:
o Take Bottle of Olive Oil.
- If you have no chest but managed to bring up a bottle:
o Take Bottle of Olive Oil.
- Head for the distant lighthouse.
Lighthouse area
- Open the door & enter the lighthouse.
- Attack the Slimeworm.
- Fight Sk 8 St 10 Slimeworm.
- Open the trapdoor.
- Take Rope.
- Take Wooden Pole.
- Take 4 Food.
- Climb the stairs.
- You do not know an incantation of light.
- Add note: Use a magic stone here if you find it later (Paragraph 376).
- Descend to the wreck in the bay below.
- Row out to the wreck.
- Descend the steps below decks.
- Open the double door.
- Test Skill. Fail = 2 Damage & -2 Food.
- Take Empty Bottle.
- Take Green Cream ‘145’.
- Take Rope.
- Check the magical symbol.
- Puzzle:
o TPVZSD UGF BJQDNF BCE Z TPVZSD
o Backwards, forwards puzzle from his first title, Vault of the Vampire.
o SQUARE THE CIRCLE ADD A SQUARE (the ‘N’ should have been a ‘K’).
o The Circle is divided into 6 parts. 6 squared = 36.
o A square has four sides. 36+4 = 40.
- Turn to Para 40.
- Take Gold Key ‘40’.
- Take Potion of Stamina (Restores ½ Initial Stamina rounded up).
- Open the other cabin door.
- Fight Sk 9 St 11 Greater Ghoul.
o Hit by enemy three times = Death.
o Be aware you need to make a Luck test soon after this fight.
- Take Grog (when used: +4 Stamina, +1 Attack Strength for next combat).
- Take 4 Food.
- Try to prise the chest open with your knife (3 Damage).
- Take Magic Sword (+1 Attack Strength).
- Take 7 Gold Pieces.
- Take Shield (remove -1 Skill penalty for no shield).
- Leave the ship & return to shore (3 Damage).
- If you have a fishing net:
o You lose your fishing net.
- If you do not have a fishing net:
o Try to fight off this bizarre attack.
o Fight Sk 8 Mass of Arms for six rounds.
- Head for the stone building to the east.
Stone Building
- You have some Green Cream & wish to use it here. 145*2 = 290. Turn to Para 290.
- Test Presence. Success = 2 Damage to enemy.
- Fight Sk 9 St 7 Zombie Monk.
- Open the left hand door.
- Take 4 Food.
- Go down the stairs.
- Take Lantern with Oil.
- Take 2 Bottles of Monk’s Herbal Liqueur (when 1/2 dose used: +4 Stamina).
- Make an extended search of the cellars by prodding around in dark & dingy corners (-1 Food).
- Take Pestle & Mortar.
- Go further into the building towards the T-junction.
- Go to & open the right hand door.
- Use Gold Key. 40*2 = 80. Turn to Para 80.
- Take Herbiary.
- Add note: Page 311 on Rat Tailed Fungus.
- Add note: Page 175 on Pitcher Plant.
- Add note: Page 266 on Axeplant.
- Go along the passage to the other door.
- You are prepared to Test your Luck.
- Test Luck.
o Success:
o Puzzle. Message says:
o ‘There is conflict between the wizards, Caltarelair has certainly quarrelled with one of his fellows and a magic duel cannot be far away. One of them has begun to dabble in magic other than elementalism. Ralsteen the Hermit may have sensed any disturbance at the Circle; I am too weak to risk visiting it. I must hasten to hide the Crystals, and I will hide them in pairs, one pair in...’
o Fail: Start again (you have missed a vital clue).
- Go up the stairs.
- Walk into the pentagram.
- Fight it (1 Damage).
- You have a magic sword.
- Fight Sk 10 St 14 Earth Elemental.
- Go to the slightly open door & enter the room beyond.
- You want to attack the creature here.
- Fight Sk 10 St 12 Father Honorton.
- Take Sapphire ‘50’.
- Take Topaz ‘24’.
- Take Incantation Stone ‘100’.
- Take Skeleton Key.
- Add 1 Presence (+1 Luck).
- You have fought an Elemental.
- You have acquired a magic stone & know where to use it (-1 Food).
- Turn to Para 376.
Lighthouse
- Use magic stone. Turn to Para 100.
- Add 1 Presence (+1 Luck).
- Leave & find somewhere else on the island to visit (-2 Food, +2 Stamina).
- Roll D6. Odd = Take 2 Food (+1 Luck).
- Head south west to the woodlands.
Woodlands
- Take the northern fork.
- You have the book on Rats’ Tail Fungus. Turn to Para 311.
- If you have Olive Oil:
o Use empty bottle to brew potion.
o Take Potion of Stamina (Restores ½ Initial Stamina rounded up).
- Roll D6. 1,2,3 = -1 Food & Roll D6 until you roll 4+.
- You know the hermit’s name.
o Ralsteen = 18+1+12+19+20+5+5+14=94.
- Turn to Para 94.
- Take Pearl.
- Give him nothing.
- Try exploring the woodlands further (-1 Food).
- Just wait (-1 Food).
- Wait here even longer, risking an attack from some prowling animal of the night.
- Note that you have a lantern (no combat penalty).
- Enter the large central barrow.
- Fight Sk 8 enemy for one round.
o You win: 2 Damage to enemy.
o Enemy wins: -2 Skill for duration of combat.
- Fight Sk 9 St 12 Barrow Guardian.
o When enemy rolls 10+ for attack strength: -1 Skill for duration of combat.
- Add Note: You are now infected with Lung Rot.
- You want to explore further & you have a lantern.
- Attack it.
- You have a magic sword.
- Fight Sk 10 Stamina 8 Barrow Spirit.
- Accept Parraine’s service.
- Add note: Parraine 3 Services (restore 8 Stamina, deal 6 damage if you hit enemy instead of 2, cure disease).
- Add 1 Presence.
- Cure Lung Rot (-1 Service).
- Take Brass Orb ‘63’ (-1 Food, +2 Stamina).
- Head southwards into the marshlands.
Marshlands
- Use Green Cream or 3 Damage.
- You don’t have a disease.
- Take the south eastern trail (3 Damage).
- Greet the Lizard Man.
- Give him a Gold Key (+4 Stamina).
- Try to get some rest among the Lizard-Men.
- Test Presence.
o Success:
o Continue along the trail anyway (+4 Stamina).
- Fight Sk 7 St 9 Mutated Lizard Man.
- Fight Sk 9 St 9 Mutated Lizard Man.
- Set off westwards across the plain (-1 Food).
Plain of Swords
- Fight Sk 8 St 11 Hydra Snake (I recommend just attacking the body unless you want to use one of Parraine's services).
o Hydra Snake has 2 Attacks per round.
- Press on towards the building in the distance.
- Attack one of the Skeletons.
- Fight Sk 8 St 9 Giant Skeleton & Sk 8 St 8 Giant Skeleton together.
o Fight only one of them for the first four rounds.
- Try to repair & clean the shrine.
- You have liquid & glue (-1 Food, +4 Stamina). I suggest using either olive oil or a bottle of Monk’s Herbal Liqueur.
- Place your hands on Telak, god of courage.
- +1 to Attack Strength for all future combats.
- Take Ruby ‘36’ & Tiger Eye (-1 Food).
- You do not have Lung Rot.
- You have the book on Axeplant. Turn to Para 266.
- You have oil from your lantern and pestle & mortar (-1 Empty Bottle).
- Take Blade Venom (when used, deal 3 Damage per hit in next combat).
- Use a rope to descend the chute.
- You have a lantern.
- Take the left hand passage.
- Test Skill. Fail = 3 Damage.
- You have a Tiger Eye stone & wish to activate the pentagram. Turn to Para 36.
- Ask the elemental for material aid.
- Take Stone Axe.
- Take 5 Food.
- You have the spirit Parraine with you.
- Add 1 Presence (+1 Luck, Parraine is now buried).
- Search along the cliffs.
- Enter the lightless passage.
Black Tower – Dungeon Floor B1
- Open the door at the end of the passageway.
- Test Skill+2 until successful (Note X attempts).
- Test Skill X times. Fail = 1 Damage.
- Fight the Homunculus.
- Fight Sk 8 St 5 Homunculus.
o -1 Attack Strength for duration of combat.
o After three rounds if enemy is still alive: take 3 Damage & finish off the Homunculus.
- Try to parley/talk with him.
- Test Presence+2.
o Fail:
o 3 Damage
o Keep parleying.
o Test Presence. Fail = Give up (you have missed vital information).
- Offer him 1 Food or something that heals stamina.
- Ask ‘what happened to the wizards?’
- Add note: Master of Air = Remishaz.
- Add note: Master of Air argued with Master of Earth.
- Ask ‘how to get past the blue screen of light, and what’s behind it?’
- Add note: Magical password is ‘Elementarae’.
- You have asked two questions & got your information.
- Open the door along the passageway.
- Make a prolonged search (-1 Food).
- You have a Skeleton Key.
- Open the secret door.
- Enter the tunnel.
- Prise open the lid of the tomb before you.
- Lose 1 Presence (-1 Luck).
- Take Tomb Dust.
- Leave the crypt.
- Descend the steps.
- You have a wooden pole.
- Test Skill.
o Fail:
o 3 Damage.
o Fight Sk 9 St 9 Pneumozone.
• If enemy’s attack strength is 21, take an additional 2 Damage.
Black Tower – Dungeon Floor B2
- Head for the yellow haze in the distance.
- You think you know his name & want to converse with him.
- You know the Master of Air’s name.
o Remishaz = 18+5+13+9+19+8+1+26=99.
- Turn to Para 99.
- Give up 1 Point of Presence.
- Lose 1 Presence.
- Add note: Number of runes is 256.
- Open the black door.
- Open the door along the left hand section of passage.
- Use password ‘elementarae’. 11 letters*10 = 110. Turn to Para 110.
- Sit down, take a rest and drink some wine.
- Restore Stamina to Initial Level.
- Take Empty Decanter.
- Walk back into the magic circle.
- Return to the long, main passageway & search somewhere else.
- Open the brown door.
- Attack this creature.
- Fight Sk 8 St 9 Bone Golem.
o Enemy inflicts 3 Damage per hit.
- You think you know his name & want to talk to him.
- You know the Master of Earth’s name.
o Caltarelair = 3+1+12+20+1+18+5+12+1+9+18=100. 100*2=200.
- Turn to Para 200.
- 256 runes on the door of the chamber. Turn to Para 256.
- You have both a Tiger Eye & a Topaz gem. 24*10=240.
- Turn to Para 240.
- +2 Skill & +4 Stamina (can go above Initial Levels) for the next combat.
- Fight Sk 9 St 14 Elemental Vortex.
o If enemy’s attack strength is 21, take an additional 2 Damage.
- Add note: Master of Water = Molander.
- You are willing to sacrifice a point of presence.
- Lose 1 Presence.
- Ask about the Master of Fire himself.
- You have a Tiger Eye, a Ruby, a Topaz & a Sapphire. 50+24+36=110. 110*2=220. Turn to Para 220.
- Take Diamond ‘280’.
- Add 1 Presence.
- Add 1 to Initial & current Luck (maximum of 12).
Black Tower – Dungeon Floor B3
- You have a lantern.
- Follow the passage to your right.
- Open the far door with the brass plaque.
- You have a sapphire and know the name of the Master of Waters.
o Molander = 13+15+12+1+14+4+5+18=82.
o 82+50=132.
- Turn to Para 132 (+2 Stamina).
- Take 2 Empty Bottles (-1 Food).
- Explore further.
- Inspect the oils & unguents.
- Take Ethereal Oil (2 Doses; one to coat yourself in, and one for Tomb Dust/Spectrebane combination (+1 Damage for five rounds vs. Spectres)).
- Inspect the potions & bottles.
- Take Potion of Luck (Restores 1-3 Luck).
- You want to take the Blue Potion.
- Test Skill.
o Success:
o Take Blue Potion.
• Add note: Turn to Para 237 if you use it.
o Fail:
o Add note: You may only search one more time in the laboratory before you will be forced to leave.
- Inspect the vat.
- Take 0-4 Bottles of Acid (need an empty bottle for each, recommend taking at least one).
- Leave the laboratory & return to the main passage.
- Try the left hand door in the main passage.
- Try anyway (2 Damage).
- Kill the restrained creature (2 Damage).
- Add 1 Presence.
- Return to the main passageway and search somewhere else.
- Try the right hand door in the main passage.
- You wish to put a Pearl into the inlet valve of the tank.
- You decided to use a pearl which you had.
- You want to break the glass of the tank straight away.
- Take X Food (need an empty bottle, decanter or potion bottle for each meal).
- Try the left hand side passage.
- Open the door that is nearer to you.
- You are ready to descend now & face him.
Black Tower – Dungeon Floor B4
- Fight Sk 9 St 14 Skeletal Mutant.
- Open the door to your right.
- You wish to open it anyway.
- You have a Ruby. 36*10=360. Turn to Para 360.
- Take Fire Ruby ‘60’ (replaces existing Ruby).
- Leave & search elsewhere.
- Open the door to your left.
- Search through the room.
- Drink some port (+4 Stamina, +1 Attack Strength for next two combats).
- Leave & try elsewhere.
- Open the door straight ahead of you.
- You have a Diamond. Turn to Para 280.
- You do not have a Bronze Manikin with you.
- Test Skill+2. Fail = 1 Damage & Test Skill+2 until successful.
- Walk along the corridor quietly & hope that the skeletons won’t animate.
- You have a Sapphire, a Topaz, a Fire Ruby & a Tiger Eye.
o 50+24+60=134. 134/2=67.
- Turn to Para 67 (+1 Luck).
- 1 Action:
o Drink a Blue Potion.
- Run down the left hand stairs towards the Black Skeleton.
- Test Skill. Success = 1 Damage. Fail = 4 Damage.
- You drank a Blue Potion.
- Spend a point of luck to avoid the lightning bolt (-1 Luck).
- You have a Fire Ruby. 60*2=120. 120+30=150. Turn to Para 150.
- Add 1 Presence (+3 Stamina).
- Fight Sk 11 enemy for one round.
o You win: 2 Damage to enemy.
o Enemy wins: 3 Damage.
- Fight Sk 11 St 17 Master of Fire.
- Add 1 Presence.
- 5 Actions:
o Coat yourself with Ethereal Oil.
o Drink Grog/Potion of Stamina.
o Coat blade with Blade Venom.
o Free actions (up to you).
- One of your chosen actions was to coat yourself in Ethereal Oil.
- Throw acid at the Dire Spectre.
- You have a Diamond. 2+8+0=10. Turn to Para 10.
- Add 1 Presence (+5 Stamina).
- Coat your sword with Spectrebane.
- Run at the Dire Spectre to attack it with a weapon (D6 Damage).
- Test Presence+2. Fail = 3 Damage.
- Fight Sk 11 St 19 Dire Spectre.
o Enemy also deals -1 Presence each hit. 0 Presence = Death.
- Across the room you can see a treasure chest, which may well possess gold, magical artefacts and perhaps more still. It remains for you to get out of these dungeons, but after what you’ve been through, you think you are going to make it.
A Skill of 10+ is recommended for this adventure due to a tough fight at the beginning i.e. the Greater Ghoul, as well as the potentially devastating Barrow Guardian. I suggest 10+ Luck & 18+ Stamina too.
You begin with:
Knife (Roll D6 if hit enemy. 1-4 = 1 Damage inflicted, 5-6 = 2 Damage inflicted).
12 Food.
No shield (-1 Skill penalty in combat).
Beginning
- Fight Sk 6 St 7 Sea Zombie.
- Head north-east along the coastline.
Coastline
- Walk down the path to get to the wreck.
- Test Skill. Fail = 2 Damage.
- You want to dive (chest, bottle, net).
- 4D6 Test Stamina. Success = Take chest. Fail = Start again (you need the glue).
- 4D6+2 Test Stamina. Success = Take bottle.
- 4D6+4 Test Stamina. Success = Take Fishing Net.
- Test Luck.
o Success:
o If you have a fishing net:
• -2 Enemy’s Attack Strength in next combat.
o Fail:
o -1 Attack Strength in next combat.
- Fight Sk 7 St 9 Squirting Octopus.
- Retrieve Fishing Net if you used it.
- If you acquired a chest from diving:
o Take Glue.
o Take Sword.
o Take 6 Gold Pieces.
o If you salvaged a bottle:
o Take Bottle of Olive Oil.
- If you have no chest but managed to bring up a bottle:
o Take Bottle of Olive Oil.
- Head for the distant lighthouse.
Lighthouse area
- Open the door & enter the lighthouse.
- Attack the Slimeworm.
- Fight Sk 8 St 10 Slimeworm.
- Open the trapdoor.
- Take Rope.
- Take Wooden Pole.
- Take 4 Food.
- Climb the stairs.
- You do not know an incantation of light.
- Add note: Use a magic stone here if you find it later (Paragraph 376).
- Descend to the wreck in the bay below.
- Row out to the wreck.
- Descend the steps below decks.
- Open the double door.
- Test Skill. Fail = 2 Damage & -2 Food.
- Take Empty Bottle.
- Take Green Cream ‘145’.
- Take Rope.
- Check the magical symbol.
- Puzzle:
o TPVZSD UGF BJQDNF BCE Z TPVZSD
o Backwards, forwards puzzle from his first title, Vault of the Vampire.
o SQUARE THE CIRCLE ADD A SQUARE (the ‘N’ should have been a ‘K’).
o The Circle is divided into 6 parts. 6 squared = 36.
o A square has four sides. 36+4 = 40.
- Turn to Para 40.
- Take Gold Key ‘40’.
- Take Potion of Stamina (Restores ½ Initial Stamina rounded up).
- Open the other cabin door.
- Fight Sk 9 St 11 Greater Ghoul.
o Hit by enemy three times = Death.
o Be aware you need to make a Luck test soon after this fight.
- Take Grog (when used: +4 Stamina, +1 Attack Strength for next combat).
- Take 4 Food.
- Try to prise the chest open with your knife (3 Damage).
- Take Magic Sword (+1 Attack Strength).
- Take 7 Gold Pieces.
- Take Shield (remove -1 Skill penalty for no shield).
- Leave the ship & return to shore (3 Damage).
- If you have a fishing net:
o You lose your fishing net.
- If you do not have a fishing net:
o Try to fight off this bizarre attack.
o Fight Sk 8 Mass of Arms for six rounds.
- Head for the stone building to the east.
Stone Building
- You have some Green Cream & wish to use it here. 145*2 = 290. Turn to Para 290.
- Test Presence. Success = 2 Damage to enemy.
- Fight Sk 9 St 7 Zombie Monk.
- Open the left hand door.
- Take 4 Food.
- Go down the stairs.
- Take Lantern with Oil.
- Take 2 Bottles of Monk’s Herbal Liqueur (when 1/2 dose used: +4 Stamina).
- Make an extended search of the cellars by prodding around in dark & dingy corners (-1 Food).
- Take Pestle & Mortar.
- Go further into the building towards the T-junction.
- Go to & open the right hand door.
- Use Gold Key. 40*2 = 80. Turn to Para 80.
- Take Herbiary.
- Add note: Page 311 on Rat Tailed Fungus.
- Add note: Page 175 on Pitcher Plant.
- Add note: Page 266 on Axeplant.
- Go along the passage to the other door.
- You are prepared to Test your Luck.
- Test Luck.
o Success:
o Puzzle. Message says:
o ‘There is conflict between the wizards, Caltarelair has certainly quarrelled with one of his fellows and a magic duel cannot be far away. One of them has begun to dabble in magic other than elementalism. Ralsteen the Hermit may have sensed any disturbance at the Circle; I am too weak to risk visiting it. I must hasten to hide the Crystals, and I will hide them in pairs, one pair in...’
o Fail: Start again (you have missed a vital clue).
- Go up the stairs.
- Walk into the pentagram.
- Fight it (1 Damage).
- You have a magic sword.
- Fight Sk 10 St 14 Earth Elemental.
- Go to the slightly open door & enter the room beyond.
- You want to attack the creature here.
- Fight Sk 10 St 12 Father Honorton.
- Take Sapphire ‘50’.
- Take Topaz ‘24’.
- Take Incantation Stone ‘100’.
- Take Skeleton Key.
- Add 1 Presence (+1 Luck).
- You have fought an Elemental.
- You have acquired a magic stone & know where to use it (-1 Food).
- Turn to Para 376.
Lighthouse
- Use magic stone. Turn to Para 100.
- Add 1 Presence (+1 Luck).
- Leave & find somewhere else on the island to visit (-2 Food, +2 Stamina).
- Roll D6. Odd = Take 2 Food (+1 Luck).
- Head south west to the woodlands.
Woodlands
- Take the northern fork.
- You have the book on Rats’ Tail Fungus. Turn to Para 311.
- If you have Olive Oil:
o Use empty bottle to brew potion.
o Take Potion of Stamina (Restores ½ Initial Stamina rounded up).
- Roll D6. 1,2,3 = -1 Food & Roll D6 until you roll 4+.
- You know the hermit’s name.
o Ralsteen = 18+1+12+19+20+5+5+14=94.
- Turn to Para 94.
- Take Pearl.
- Give him nothing.
- Try exploring the woodlands further (-1 Food).
- Just wait (-1 Food).
- Wait here even longer, risking an attack from some prowling animal of the night.
- Note that you have a lantern (no combat penalty).
- Enter the large central barrow.
- Fight Sk 8 enemy for one round.
o You win: 2 Damage to enemy.
o Enemy wins: -2 Skill for duration of combat.
- Fight Sk 9 St 12 Barrow Guardian.
o When enemy rolls 10+ for attack strength: -1 Skill for duration of combat.
- Add Note: You are now infected with Lung Rot.
- You want to explore further & you have a lantern.
- Attack it.
- You have a magic sword.
- Fight Sk 10 Stamina 8 Barrow Spirit.
- Accept Parraine’s service.
- Add note: Parraine 3 Services (restore 8 Stamina, deal 6 damage if you hit enemy instead of 2, cure disease).
- Add 1 Presence.
- Cure Lung Rot (-1 Service).
- Take Brass Orb ‘63’ (-1 Food, +2 Stamina).
- Head southwards into the marshlands.
Marshlands
- Use Green Cream or 3 Damage.
- You don’t have a disease.
- Take the south eastern trail (3 Damage).
- Greet the Lizard Man.
- Give him a Gold Key (+4 Stamina).
- Try to get some rest among the Lizard-Men.
- Test Presence.
o Success:
o Continue along the trail anyway (+4 Stamina).
- Fight Sk 7 St 9 Mutated Lizard Man.
- Fight Sk 9 St 9 Mutated Lizard Man.
- Set off westwards across the plain (-1 Food).
Plain of Swords
- Fight Sk 8 St 11 Hydra Snake (I recommend just attacking the body unless you want to use one of Parraine's services).
o Hydra Snake has 2 Attacks per round.
- Press on towards the building in the distance.
- Attack one of the Skeletons.
- Fight Sk 8 St 9 Giant Skeleton & Sk 8 St 8 Giant Skeleton together.
o Fight only one of them for the first four rounds.
- Try to repair & clean the shrine.
- You have liquid & glue (-1 Food, +4 Stamina). I suggest using either olive oil or a bottle of Monk’s Herbal Liqueur.
- Place your hands on Telak, god of courage.
- +1 to Attack Strength for all future combats.
- Take Ruby ‘36’ & Tiger Eye (-1 Food).
- You do not have Lung Rot.
- You have the book on Axeplant. Turn to Para 266.
- You have oil from your lantern and pestle & mortar (-1 Empty Bottle).
- Take Blade Venom (when used, deal 3 Damage per hit in next combat).
- Use a rope to descend the chute.
- You have a lantern.
- Take the left hand passage.
- Test Skill. Fail = 3 Damage.
- You have a Tiger Eye stone & wish to activate the pentagram. Turn to Para 36.
- Ask the elemental for material aid.
- Take Stone Axe.
- Take 5 Food.
- You have the spirit Parraine with you.
- Add 1 Presence (+1 Luck, Parraine is now buried).
- Search along the cliffs.
- Enter the lightless passage.
Black Tower – Dungeon Floor B1
- Open the door at the end of the passageway.
- Test Skill+2 until successful (Note X attempts).
- Test Skill X times. Fail = 1 Damage.
- Fight the Homunculus.
- Fight Sk 8 St 5 Homunculus.
o -1 Attack Strength for duration of combat.
o After three rounds if enemy is still alive: take 3 Damage & finish off the Homunculus.
- Try to parley/talk with him.
- Test Presence+2.
o Fail:
o 3 Damage
o Keep parleying.
o Test Presence. Fail = Give up (you have missed vital information).
- Offer him 1 Food or something that heals stamina.
- Ask ‘what happened to the wizards?’
- Add note: Master of Air = Remishaz.
- Add note: Master of Air argued with Master of Earth.
- Ask ‘how to get past the blue screen of light, and what’s behind it?’
- Add note: Magical password is ‘Elementarae’.
- You have asked two questions & got your information.
- Open the door along the passageway.
- Make a prolonged search (-1 Food).
- You have a Skeleton Key.
- Open the secret door.
- Enter the tunnel.
- Prise open the lid of the tomb before you.
- Lose 1 Presence (-1 Luck).
- Take Tomb Dust.
- Leave the crypt.
- Descend the steps.
- You have a wooden pole.
- Test Skill.
o Fail:
o 3 Damage.
o Fight Sk 9 St 9 Pneumozone.
• If enemy’s attack strength is 21, take an additional 2 Damage.
Black Tower – Dungeon Floor B2
- Head for the yellow haze in the distance.
- You think you know his name & want to converse with him.
- You know the Master of Air’s name.
o Remishaz = 18+5+13+9+19+8+1+26=99.
- Turn to Para 99.
- Give up 1 Point of Presence.
- Lose 1 Presence.
- Add note: Number of runes is 256.
- Open the black door.
- Open the door along the left hand section of passage.
- Use password ‘elementarae’. 11 letters*10 = 110. Turn to Para 110.
- Sit down, take a rest and drink some wine.
- Restore Stamina to Initial Level.
- Take Empty Decanter.
- Walk back into the magic circle.
- Return to the long, main passageway & search somewhere else.
- Open the brown door.
- Attack this creature.
- Fight Sk 8 St 9 Bone Golem.
o Enemy inflicts 3 Damage per hit.
- You think you know his name & want to talk to him.
- You know the Master of Earth’s name.
o Caltarelair = 3+1+12+20+1+18+5+12+1+9+18=100. 100*2=200.
- Turn to Para 200.
- 256 runes on the door of the chamber. Turn to Para 256.
- You have both a Tiger Eye & a Topaz gem. 24*10=240.
- Turn to Para 240.
- +2 Skill & +4 Stamina (can go above Initial Levels) for the next combat.
- Fight Sk 9 St 14 Elemental Vortex.
o If enemy’s attack strength is 21, take an additional 2 Damage.
- Add note: Master of Water = Molander.
- You are willing to sacrifice a point of presence.
- Lose 1 Presence.
- Ask about the Master of Fire himself.
- You have a Tiger Eye, a Ruby, a Topaz & a Sapphire. 50+24+36=110. 110*2=220. Turn to Para 220.
- Take Diamond ‘280’.
- Add 1 Presence.
- Add 1 to Initial & current Luck (maximum of 12).
Black Tower – Dungeon Floor B3
- You have a lantern.
- Follow the passage to your right.
- Open the far door with the brass plaque.
- You have a sapphire and know the name of the Master of Waters.
o Molander = 13+15+12+1+14+4+5+18=82.
o 82+50=132.
- Turn to Para 132 (+2 Stamina).
- Take 2 Empty Bottles (-1 Food).
- Explore further.
- Inspect the oils & unguents.
- Take Ethereal Oil (2 Doses; one to coat yourself in, and one for Tomb Dust/Spectrebane combination (+1 Damage for five rounds vs. Spectres)).
- Inspect the potions & bottles.
- Take Potion of Luck (Restores 1-3 Luck).
- You want to take the Blue Potion.
- Test Skill.
o Success:
o Take Blue Potion.
• Add note: Turn to Para 237 if you use it.
o Fail:
o Add note: You may only search one more time in the laboratory before you will be forced to leave.
- Inspect the vat.
- Take 0-4 Bottles of Acid (need an empty bottle for each, recommend taking at least one).
- Leave the laboratory & return to the main passage.
- Try the left hand door in the main passage.
- Try anyway (2 Damage).
- Kill the restrained creature (2 Damage).
- Add 1 Presence.
- Return to the main passageway and search somewhere else.
- Try the right hand door in the main passage.
- You wish to put a Pearl into the inlet valve of the tank.
- You decided to use a pearl which you had.
- You want to break the glass of the tank straight away.
- Take X Food (need an empty bottle, decanter or potion bottle for each meal).
- Try the left hand side passage.
- Open the door that is nearer to you.
- You are ready to descend now & face him.
Black Tower – Dungeon Floor B4
- Fight Sk 9 St 14 Skeletal Mutant.
- Open the door to your right.
- You wish to open it anyway.
- You have a Ruby. 36*10=360. Turn to Para 360.
- Take Fire Ruby ‘60’ (replaces existing Ruby).
- Leave & search elsewhere.
- Open the door to your left.
- Search through the room.
- Drink some port (+4 Stamina, +1 Attack Strength for next two combats).
- Leave & try elsewhere.
- Open the door straight ahead of you.
- You have a Diamond. Turn to Para 280.
- You do not have a Bronze Manikin with you.
- Test Skill+2. Fail = 1 Damage & Test Skill+2 until successful.
- Walk along the corridor quietly & hope that the skeletons won’t animate.
- You have a Sapphire, a Topaz, a Fire Ruby & a Tiger Eye.
o 50+24+60=134. 134/2=67.
- Turn to Para 67 (+1 Luck).
- 1 Action:
o Drink a Blue Potion.
- Run down the left hand stairs towards the Black Skeleton.
- Test Skill. Success = 1 Damage. Fail = 4 Damage.
- You drank a Blue Potion.
- Spend a point of luck to avoid the lightning bolt (-1 Luck).
- You have a Fire Ruby. 60*2=120. 120+30=150. Turn to Para 150.
- Add 1 Presence (+3 Stamina).
- Fight Sk 11 enemy for one round.
o You win: 2 Damage to enemy.
o Enemy wins: 3 Damage.
- Fight Sk 11 St 17 Master of Fire.
- Add 1 Presence.
- 5 Actions:
o Coat yourself with Ethereal Oil.
o Drink Grog/Potion of Stamina.
o Coat blade with Blade Venom.
o Free actions (up to you).
- One of your chosen actions was to coat yourself in Ethereal Oil.
- Throw acid at the Dire Spectre.
- You have a Diamond. 2+8+0=10. Turn to Para 10.
- Add 1 Presence (+5 Stamina).
- Coat your sword with Spectrebane.
- Run at the Dire Spectre to attack it with a weapon (D6 Damage).
- Test Presence+2. Fail = 3 Damage.
- Fight Sk 11 St 19 Dire Spectre.
o Enemy also deals -1 Presence each hit. 0 Presence = Death.
- Across the room you can see a treasure chest, which may well possess gold, magical artefacts and perhaps more still. It remains for you to get out of these dungeons, but after what you’ve been through, you think you are going to make it.