If your chosen number was 1, turn to 50. If your number was 2, turn to 45. If you chose a 3, turn to 40. If you chose a 4, turn to 35. If your number was the same as his, turn to 30.
If you put down a 6, turn to 25.
You have him, and he knows it. After recovering at the start of the next Spiral, he has three heads and four tails. You have only six coins, but they are all heads. The best he can do is play a 2 now, and if you play a 5 that would still knock him out of the game.
Turn to 85.
Kief looks at you with a wry smile. 'Very few people have ever beaten me at the game,' he says. 'No reward I can offer truly expresses my admiration. Nonetheless, I have a couple of items that might interest you.'
He places two objects on the table. One is an octagonal prism of coloured glass. The other is a sparkling blue ice jewel. 'Take both,' says Kief. 'I feel magnanimous. And now, prepare to enter the nether caverns ...'
Flickering beams of light shoot from his fingertips, swiftly weaving a web of energy around you. You flinch momentarily before realising that the beams are not hurting you. What, then, are they for? You have your answer when you look down: you are sinking into the floor!
Turn to 5.
You slip down through the rock like a ghost, feeling the solid surroundings only as a faint chill against your skin. It is rather like sinking through thick cold tar.
At last Kief's spell brings you to the lower levels of the Battlepits. You emerge from a rough stone ceiling and drift gently down to solidify on a set of crude steps. An up-draught from below brings a stifling dank heat.
Turn to 356.
You start to make the descent. The steps soon emerge onto a perilous ledge that snakes down the back wall of a vast underground cave. You look out for a moment, awestruck, at the unearthly panorama before you. The cavern stretches away for two kilometres or more, and the ceiling is a hundred metres high in places. The basin below is the crater of a dormant volcano, and a deep red glow illuminates the cave from volcanic geysers that splutter and gurgle lava through cracks in the cave floor.
The ceiling is supported by gigantic basalt pillars that reach up into the dizzying gloom. You feel that you are below the very foundations of Kalugen's Keep, and the thought of the sorcery that keeps the ravenous volcano in check takes your breath away. Here and there from rents in the rock ceiling, trickles of noxious liquid spray down. These are the outlets of the Keep's sewers, and the volcanic fires burn with a resentful green light when one of these streams hits them.
The bottom of the crater, far below the ledge on which you cling, rolls with a greenish white mist that makes it difficult to see anything but the splutter of red fires. Three pinnacles rise out of this sea of fog. The first of these is joined to a platform at the bottom of your ledge by two narrow bridges. The crossing looks perilous, as you have only to miss a step and you would plummet into a gorge where there flows a roaring torrent of evil-smelling water.
Across the bridges you see a soot-blackened temple atop the first pinnacle. Foul Hags caper onto a terrace in front of the temple as you wend your way down the ledge. A welcoming party? No, they are pointing up at a host of winged Dirges that are swooping down through the unwholesome air. They've come out to watch the show, then! You wryly reflect that perhaps you'll give them a spectacle they'll enjoy ...
Turn to 318.
The Dirges are screeching hungrily as they soar in to attack you. These dingy creatures fly on the up-draughts of hot foetid air rising from the geyser pools far below. You spare a glance of hatred for the Hags who have gathered to watch your desperate battle. You see them cackling, but you cannot hear them over the noise of the river flooding down the gorge.
If you wish to use an item before the Dirges close to attack, turn to 89. If you race down the ledge to the platform to fight them there, turn to 407. If you make your stand here on the ledge, turn to 112.
Which item will you use? An ice jewel (turn to 99), a vellum scroll (turn to 312), an octagonal prism (turn to 391), or a ruby ring (turn to 237)? If you do not have any of these, or choose not to use them, turn to 112.
It looks like you guys already have your mind made up, but although players can request a certain item be used, only the actual character holding a particular item can make the decision of whether it gets used or not.
Also that 1hp you have not healed yet is really starting to bug me Sylas. JUST HEAL IT ALREADY!
Healing Roll 4 (1) Bang, and the wound is gone! and suddenly i'm 20 gold richer even though i was giving it away for the same reason. (You'd have had 25 as i gave an extra 5, then you'd pass me your money bag as i'd have thrown mine away.)
I'm using the Ice Jewel since we have an idea what it might do (or know for a fact in some cases!). The Prism although we have 2, we don't even know if it's magical or not.
You fling the ice jewel out from the ledge, calling upon its power. It chills the warm air currents that enable the Dirges to stay aloft, and they spiral down out of control into the mist-shrouded river that courses along the gorge far below. Breathing a sigh of relief, you make your way down to the platform at the bottom of the ledge.
Turn to 142.
The platform is a wide shelf of rock jutting out from the cave wall. Across the deep gorge you jeer at the ugly Hags, now incensed that you have defeated their 'pets'. The only way to get across the gorge is via one of the two bridges that span the distance to the temple terrace. A waterfall cascades over the middle of the platform, bisecting it and cutting you off from the further of the two bridges. Looking up, you see a huge gargoyle head carved into the cave wall near the roof. The water issues from its mouth, cascades down in a torrent across the middle of the platform, then pours down into the swirling river far beneath you.
As you consider the two bridges, a booming voice makes you look up once more. The mouth of the gargoyle is moving, and by listening hard you can make sense out of the deep rumbling words. Over and over, it intones: 'Face that which you fear most, or confront a lesser foe.'
Presumably it is referring to the two bridges. You could cross the nearer bridge with no apparent trouble, but to get to the further one you must step through the waterfall. The gargoyle's words are weighty with ambiguity. Which to choose?
All players must cross. This must be done one at a time. Each player should now write down the entry number that refers to him or her and, when he or she wishes to cross, he or she should turn to that entry. The order in which people cross is up to them ...
When a Warrior crosses, he or she should turn to 478. When a Trickster crosses, he or she should turn to 113. When a Sage crosses, he or she should turn to 426. When an Enchanter crosses, he or she should turn to 252.
So, who is going first? To save time, please also say whether you want to take the nearer bridge, or the further bridge through the waterfall.
I feel that I should probably explain what is going to happen here. In most cases, I will let you continue without providing any clues/advice, but this bridge crossing business is very vague and doesn't explain things well. Basically, each character has to choose from one of two options: The nearest bridge requires you to face that which you fear most, whereas the furthest bridge requires you to confront a lesser foe. Taking the easy option could carry other consequences with it however...
If I choose the lesser foe, I wind up facing what I fear most anyway, but depending on the outcome of an Awareness roll, I either suffer the penalty for facing a lesser foe or gain a non-essential item. And the price for rolling too high is greater than I'm willing to risk.
(ENCHANTER) You may cross the gorge by either of the two bridges. To reach the further bridge, however, you would have to step through the waterfall.
If you decide to use the nearer of the bridges, turn to 128. If you step through the waterfall to use the other bridge, turn to 494.
You step out onto the bridge. As you do, the rumbling voice of the gargoyle's head echoes across the cave: 'Return from darkness.'
In answer to the summons, a figure appears at the far end of the bridge. The Hags mutter excitedly as the figure steps rapidly forwards to confront you. A wall of force arises behind you, cutting off your retreat. You must face this foe alone. As he draws near, you recognise the coat of arms on his shield: a three horned dragon in gold on an azure field. It is the insignia of Sir Guillarme le Cauchemar, an evil knight who was your deadliest foe - until you slew him, months ago...
Guillarme speaks, his voice sounding cold and tinny within his black helm. 'We meet again for one final encounter, you spell tossing churl. This time it is I, Guillarme le Cauchemar, who shall send you down into the icy embrace of Lady Death.' He gives a curt, contemptuous salute and then closes for the kill.
Enchanter casts White Fire, but isn't able to finish the chant in time. The Enchanter's words infuriate the Knight. He strikes with all his might, rolling an 8; his attack passing through the Enchanter harmlessly.
The Knight makes one last swing towards the Enchanter's head. He rolls a 9... I feel bad for this guy. The Knight shouts a final 'NOOOOOOoooooooo........' as the white hot flames consume him for the second time.
You reach the other side of the bridge and step onto the terrace. The Hags glare at you but keep their distance. If any other players are still on the other side of the gorge, they must decide who will cross next and turn to the appropriate entry.
If no one remains on the other side, turn to 98. If you have been travelling with Imragarn and he is now alone on the other side, turn to 519.
Looks like Sylas is next.
(SAGE) To reach the further of the two bridges you must first pass through the waterfall.
If you wish to do this, turn to 373. If you would rather cross via the nearer bridge, turn to 157.
(SAGE) You step out onto the bridge and begin to make your way along it. You look down to see a surging river of miasma gushing along the bottom of the gorge a hundred metres below. Just as you reach the mid-point of the bridge, the gargoyle's head speaks again. 'Be mortal again,' it says.
As if in answer, a dark shape begins to form on the bridge in front of you. Within moments, it is a thin pale woman who stands there. She sweeps forwards, drawing a sharp steel sword from under her torn black robes. Her eyes glimmer with recognition at the same instant that yours do. She is Nemesis, whose mother was a demon and whose father was a mortal man. She was your bitterest foe - until the day you took her life, six years ago.
'Life and death are not immutable,' groans the gargoyle. 'Fight to decide who shall live.'
Nemesis gives a slight bow, which turns into a forward roll as she closes to strike. Her sword slashes your arm, inflicting four Endurance points damage (less Armour Rating). If still alive, you lose no time in counter-attacking.
You cannot retreat, as an energy barrier now blocks the bridge behind you. Your companions, if any, cannot help you by any means. The only way you could get out of this battle would be to try Levitating yourself off the bridge.
If you try to use your power of Levitation, turn to 282. If you fight Nemesis and kill her, turn to 88.