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Proteus 04

A wizard named Chaladon cursed the people of the city of Meldoin, turning them into mindless slaves. A group of refugees ask the adventurer to enter the city and lift the curse by killing Chaladon. To do so requires finding Chaladon's room, which requires at least two keys, and determining which of Chaladon's three spellbooks will lift the curse without turning the user to stone.

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Richard Ligault
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We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (2 votes)
140 views48 pages

Proteus 04

A wizard named Chaladon cursed the people of the city of Meldoin, turning them into mindless slaves. A group of refugees ask the adventurer to enter the city and lift the curse by killing Chaladon. To do so requires finding Chaladon's room, which requires at least two keys, and determining which of Chaladon's three spellbooks will lift the curse without turning the user to stone.

Uploaded by

Richard Ligault
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 48

D ice and a pencil are all you need to begin this

adventure – then you decide which route to take,


which dangers to brave.
As you progress in your Quest, you are likely to
encounter various traps, or face monsters. You will also
get information, or find certain items which will be of
help to you in your quest. You should record these items in
your quest sheet as well as keeping an account of how
many rations you have left. As you use up rations,
remember to cross them off your quest sheet.
It is important that you build up a map of the
way. You may not succeed at your first
attempt, but each new journey will give
you more information – until you are
at last successful in your quest.
If you try to read the magazine in
numerical order, it will make no
sense. You must choose, when you
are given the choice, which section
to turn to, and which traps, puzzles,
or monsters to face. Good luck!

1
2
I
N THIS STORY, you are an adventurer: you rely on measure, as the name suggests, of your bravery in the
your swordsmanship, your quick-wittedness and face of danger.
your bravery to earn your living. It is not our These Initial scores may never be exceeded. They
modern country, but one of long ago when wizards will change during the course of an adventure –
ruled, and monsters roamed the earth. In the sometimes you will lose points, sometimes win them
adventure which follows, you will be on your own. – but the Initial levels, determined by the dice rolls,
When you enter the forgotten city of Meldoin, you are the maximum allowed for any one adventure.
will have only your own Dexterity, Strength and You will shortly read that you are given a pouch
Courage to rely on. Below, you will discover – with a of magic herbs, good for two doses. This means that,
little luck – how swift, strong and brave you are. when you eat the herbs, your Initial Dexterity,
You will need two dice, a pencil, and several Strength and Courage points are all restored. But
sheets of paper. Use the pencil and paper to draw a remember – you may do this at the most twice in any
map of your progress through the city. You may not one adventure.
succeed at the first attempt, and the map will be
useful in future attempts. Losing and gaining points
There is a Quest Sheet on page five, for you to In some sections, you will be awarded extra points.
write down your scores for Dexterity, Strength and (For example, you may read, “Gain 2 Strength and 2
Courage, and to keep a note of your rations, secrets Courage points”). You add these to your current
learnt and items discovered. You may prefer, before Strength and Courage scores: but remember, these
you begin your adventure, to use the printed Quest scores may never exceed their Initial values. When
Sheet simply as a model for the things you will need you lose points (for example, “Lose 1 Dexterity
to take note of, or keep a record of, during your point and 2 Strength points”), you simply deduct
Quest. If you do this, you will obviously need these from your current scores.
another piece of paper to copy down the headings on
the Quest Sheet. Replenishing your Strength
You take with you enough food and drink for six
Dexterity, Strength and Courage meals. Make a note of this. You may stop for a meal
Roll one dice. Add 8 to this number, and make a at any time during your adventure, except during a
note of it on your Quest Sheet. This is your Dexterity battle. Eating a meal restores 5 Strength points.

Rules for fighting moment. If the creature’s Fighting Power is


As you progress in your quest, you will often greater than yours in this round, it has wound-
have to fight creatures of some sort. Each ed you. Subtract two points from your current
creature will have its own Dexterity and Strength Strength score. If both scores are the same, you
score, given in the text. Make a note of have parried each other’s blows, and neither of
these. you loses any points.
To resolve a battle: The next round in the battle is done in just
1. Roll two dice, and add the creature’s the same way. You repeat steps 1, 2, and 3
current Dexterity score. This is its Fighting above. When either your or the creature’s
Power. Strength score is reduced to zero, the battle is
2. Roll two dice, and add your own current over. A zero Strength score means death.
Dexterity score. This is your Fighting Power. If your enemy is well-armoured, however,
3. If your Fighting Power is greater than your blows will initially reduce its Strength
the creature’s, you have scored a blow with score by only one point. You will be told in the
your sword and wounded it. Subtract two text when this applies, and how to conduct the
Strength points from its Strength score at that battle.

score: a measure of your swordsmanship and agility. When you stop for a meal, add 5 points to your
Roll two dice. Add 15 to this number, and make a current Strength score and deduct one from the
note of it on your Quest Sheet. This is your Strength number of meals remaining to you. The herbs, as
score, and is a measure of your fitness, stamina, and mentioned earlier, will restore Dexterity, Strength
prowess in battle. and Courage to their Initial levels. But be careful –
Roll one dice. Add 4. This is your Courage score – you have a long way to go. Do not eat the herbs
make a record of it on your Quest Sheet. It is a unless you are almost exhausted.

3
The people of the city of Meldoin have been cursed Further, Chaladon is cunning. He has not one,
by the Wizard-King Chaladon. The curse was laid but three books of spells. While one is the true book,
when Chaladon arrived with his army of mutant and contains the spell that will lift the curse from the
warriors and the people defied his orders to submit to townsfolk, the other two books, although they
his rule. appear identical to the true book, have the effect only
Chaladon’s warriors rounded up the townsfolk, of turning anyone who utters a spell from them into
and Chaladon cast a great spell. The effect of this stone. They also tell you that not all Chaladon’s
curse was to transform the townsfolk into mindless, mutant warriors are blindly loyal. Some can be
zombie-like slaves. The leaders of the people of bribed, and they believe that one or more of
Meldoin were thrown into the dungeons, with orders Chaladon’s most senior assistant sorcerers may be
from Chaladon that they should be kept alive in plotting to overthrow him and take his place.
order to provide amusement for his jailers, who were They give you twenty pieces of gold – all the
skilled at torture. Of the remainder, some he set to money they have – and a small pouch, tied with silk.
work in the mines, some in the forges, to make Inside are sweet-smelling leaves. They explain that
armour and weapons for his warriors; and the rest these are a very rare herb which will fully refresh you
began immediately building a splendid residence for when you chew them. There is sufficient in the
Chaladon, which even at this moment was being pouch for two such meals.
extended and embellished. You agree to the quest, and decide to enter the city
But a few escaped. Only a dozen fugitives, that night. You wish to travel light, so, after putting
exhausted and frightened, and now they sit with you the gifts of magic herbs and gold in your backpack,
in a tavern outside Meldoin. They explain that the you take only enough food and drink for six meals,
people of Meldoin were peace-loving, but that if the light armour and your sword and shield.
curse were to be lifted, and Chaladon killed, they, You wait for dusk to fall before setting off. The ref-
the dozen stragglers, would lead the newly-freed ugees have told you that the main entrance to the
townsfolk against Chaladon’s mutant warriors, and walled city is guarded, but they think the guards can
drive them for ever from Meldoin. be bribed. However, there is a second way in, a
But Chaladon’s powers are great. Two of the tunnel which they have dug beside a laurel tree, and
refugees have crept back into Meldoin at night and which comes up just inside the city walls. They have
discovered a few useful pieces of information. In used this for spying missions before, and – so far –
order to get into Chaladon’s room in his palace, you have not been discovered. You will have to decide
will certainly need at least two keys. which way you will try to get in.

1 If you wish to approach the main entrance, turn to


The sun is just setting as you leave the warmth and 71. If you would rather risk the secret tunnel, turn to
safety of the tavern and take the road to the once- 27.
peaceful city of Meldoin. You pass a roadside sign
for the city; underneath the name “Meldoin” has 2
been scrawled: “Ruled by the great warrior and As you are deciding what to do next, a great roar
Wizard, Chaladon. Strangers turn back here.” This alerts you to danger. The VORTIGERN has come
cryptic challenge only stiffens your resolve, but you to life, and now slithers towards you, its tail swishing
decide it might be wise to leave the main path and and its great fangs bared. You prepare yourself for
approach the city through the long grasses beside what you realise will be a hard fight. Do you have a
the path. jug of water and wine? If so, turn to 213. If not, turn
You approach the walled city as the sun drops to 132.
fully below the horizon. You can see two figures
standing guard at the main gate, but they are too far
away to be able to see much.
If you move around the city to the West, you
should be able to find the secret tunnel that the
refugees told you of; if, that is, it has not yet been
discovered by Chaladon’s guards.

4
5
3 8
The key fits into the lock of the Palace door, and the He seems pleased, and offers you a second game.
door swings silently open. Turn to 227. You notice that although you got the answer right,
he has pocketed all ten gold pieces. Will you now:
4 Attack him? Turn to 35
You wipe the vile yellow slime from your sword and Press him for information instead? Turn to 123
look around the cavern. There seems little of
interest, but an odd formation of rocks catches your 9
eye. Going over to it, you see that there is a small You are at a junction. Will you go:
casket of stone in the centre. Will you: West? Turn to 66
Open the rock casket? Turn to 53 East? Turn to 139
Go back North? Turn to 191

10
You lift the lid of the bronze chest, but it is empty.
Recalling the words of the Faerie, you call her name
softly, and are amazed to see the base of the chest
slide away, revealing a gold key. You put this at once
into your backpack. There is nothing else of interest
in the room, and you must decide which way to go
next. Will you take the door on the:
East? Turn to 244
West? Turn to 145
North? Turn to 28
5
You try the front door. It is unlocked, and you find 11
yourself in a room that seems to have been long- The chest is filled with gold and jewels! You put a
since abandoned. Food is uneaten on the table, hundred gold pieces into the pockets of your
mouldy and maggot-ridden. Beyond the table, a backpack, and then some diamonds and rubies as
wooden chest seems to be unlocked. Behind that is a well. Will you now:
cupboard. Will you: Try on a suit of armour? Turn to 140
Try to open the chest? Turn to 124 Leave the forge, and go North? Turn to 96
Try to open the cupboard? Turn to 245
12
6 You lift the lid of the casket. It is filled with jewels
The alleyway soon narrows so that it is barely wide and gold. You take three diamonds, three opals,
enough for one person to walk along. The high walls three sapphires and fifty gold pieces, and place them
on either side of you are stone, and you cannot see in your backpack carefully. Will you now:
far ahead in the poor light. However, after a few Try the door? Turn to 42
more hesitant paces, you can make out a junction Leave the room? Turn to 164
ahead.
Moving forwards, you are startled by a sudden
shriek, and a pain in your left arm. Lose 1 Strength 13
point. You can hear wings flapping, and make out in You go South very carefully, wary of traps. The
the pale moonlight a huge bat, almost the size of an houses on both sides of you are ruined and dark, and
eagle, with the face of a demon. Its talons are razor- the air smells of decay. The narrow road seems to
harp and it moves to attack you again. Because of end. Ahead of you is what looks like more wasteland,
your restricted position, deduct 2 Dexterity points while the road East looks more promising. Will you:
for the duration of this battle: Investigate the way South? Turn to 274
Dexterity Strength Try the road East? Turn to 199
FLYING DEMON: 9 6
If you win, turn to 165.

7
The road is narrow, and bends East, and then South
again, where it ends in a junction. Will you now go:
East? Turn to 176
West? Turn to 90

6
14 16
The second two PALACE GUARDS approach, and You are unlucky. The BOLGROTH has seen you,
you prepare to fight. Because of their armour, for the and now comes towards you, grunting. He has the
first two rounds of fighting, each blow from you will face of a boar but the body of a man, and wears light
cause only one Strength point of damage to them, leather armour. He swings his spiked club, and you
draw your sword. The battle begins:
instead of two. Each blow to you will cause the usual
Dexterity Strength
two points of damage. Further, you must fight them BOLGROTH: 8 10
both at once. If you win, turn to 89.
This means that for each fighting round against
the first PALACE GUARD, you also throw the dice 17
for the second. If his fighting strength is less than “Indeed,” says the Dwarf, “you are able to reason.”
yours, you have fended off his blow in that round, Suddenly his expression changes. “But perhaps it
and are uninjured by him. If his score is the same or was a lucky guess!” he snarls. He takes all three
Books out again and sweeps the chests clattering to
greater, he has wounded you, and you sustain two the floor. Then, grinning, he brings three more
points of damage before turning to face the first small chests from beneath the stone table, and places
again. the books in them. He closes the lid of each, and on
If you manage to kill the first PALACE GUARD, each lid you see that there are two inscriptions.
you must then fight the second to the death. If you “You must choose again,” he says, eyeing you
survive this fierce battle, turn to 80. malevolently. “On each chest,” he tells you, “is a
Dexterity Strength pair of statements, as you can see. But, of each pair of
First PALACE GUARD: 10 10 statements, one is true, and the other false. Now,
Second PALACE GUARD: 9 8 choose one chest.”
The statements read:
15 Iron: The True Book is not in the Bronze chest.
The True Book is in here.
You give him the sapphire, and tell him that you
Copper: The True Book is in here.
seek the road to the Palace of Chaladon. The two The True Book is in the Bronze chest.
creatures stare at each other, then at you, looking Bronze: The True Book is in here.
scared. Finally, one mumbles, “These are bad parts. The True Book is not in the Iron chest.
There are robbers here. Take the first road East.” Will you choose:
You thank him and leave the ruined building, Iron? Turn to 217
continuing North, looking for a road to your right. Copper? Turn to 65
Turn to 118. Bronze? Turn to 39

7
18 26
The road South is little more than a narrow alleyway You move with great care to the end of the alleyway,
between the backs of houses. The smell is awful, and which ends in a junction. It appears to be a main
you hurry to try to get out of the alley. It turns East, street, running North-South; the way South must
and you can see a junction ahead, but in your hurry lead eventually back to the main gate, which is not
you do not see a log studded with nails which has the way you wish to go, and so you head North. Turn
been placed across the alley, and stumble into it. to 231.
Roll one dice. The score is the number of nails
which have injured you, and each will cost you 3 27
Strength points. If you are still alive, turn to 264. You walk around the Western side of the walled city
until you come to a single laurel tree. This, the
19 refugees told you, was the site of the tunnel
A light is burning in one of the houses on your right.
entrance. You draw your sword and approach
Will you:
Enter? Turn to 30 carefully, but it appears to be safe. At your feet,
Continue North? Turn to 270 roughly covered with leaves and branches, is the
entrance to the tunnel, and you clear them away and
20 lower yourself into the darkness.
Although she does not reply directly to you when The tunnel is narrow and low, and you have to
you ask who she is, you hear her voice. It is like the crawl through the damp earth on all fours. But it is
sound of spring water over smooth pebbles, rushing quite short, and soon leads upwards. Wooden pegs in
inside your head. Turn to 173. the wall make it easy to reach the top, and you climb
cautiously out to find yourself in a narrow alleyway
21 inside the city walls.
He takes out every Ace, King, Queen and Jack from You are facing East, and are quite close to a
the pack, and discards them. He shuffles the rest of crossroads. As you crouch in the stillness, you hear a
the cards. Then he removes three cards and holds lumbering, trudging noise from around the corner
two of them in his left hand, and one in his right. ahead of you. Throw one dice. If you throw a 1, 2 or
“The two cards in my left hand,” he tells you, 3, turn to 75. If you throw a 4, 5 or 6, turn to 16.
have the same value. But if they were twice as high,
they would each be half the value of the card in my
right hand. Now, what is the value of the card in my
right?” When you have worked this out, turn to the
section with that number. If you cannot work it out,
turn to 93.

22
After only a short distance, there is another junction.
South must lead back to the main gate eventually,
and so you go North. Turn to 105.

23
You hurl yourself at the door again. Roll two dice. If
the total is less than, or the same as, your current
Strength score, turn to 234. If it is greater, turn to
175.

24
The road narrows, and winds West and then North
again. You are at another junction. Will you now:
Take the road East? Turn to 213
Continue North? Turn to 184

25
You search the dead ROBBERS. Their pockets are
bulging with gold coins! You take fifty of the gold
pieces and put them in your backpack before
continuing North. Turn to 242.

8
31
The road deteriorates, and the houses are little more
than tumbledown shacks. There are no lights
anywhere, and you walk cautiously onwards until the
track turns sharply East. The conditions here are
among the worst you have seen, and you hurry on.
The track turns North again. You can make out very
little in the poor light, but you have the uneasy
feeling that there are unseen eyes following your
progress. The sound of an arrow whistling through
the air alerts you to danger. Roll two dice. If the
score is less than your Courage score, turn to 74. If it
is the same or greater, turn to 273.

32
There is a sudden shout from your left, and you are
startled by three figures who rush out from the
shadows beside the huts. Roll one dice. If you roll 1,
2, 3, or 4, turn to 94. If you roll a 5 or a 6, turn to 63.

33
As you push open the door, a smell of age and dust
rises. The room is cold, and you shiver, but see a
book open on a marble table. The room is complete-
ly empty otherwise. You grab the book and snap it
shut, and see that the cover is blocked in gold with
the words, “Spells of Chaladon”.
28 Quickly pushing the book into your backpack, you
The door opens easily and you find yourself in a return to the stone-flagged main room. Having now
narrow corridor. You move quickly along it, passing tried two of the three doors, you decide to try the
a door on your right, until you reach the end. You door at the North end. Turn to 95.
are dismayed to find a stone wall in front of you! You
give the wall a furious kick, and to your surprise, it
immediately swings open. You walk into a cold
room, quite empty except for a stone table ahead of
you, behind which sits a glowering demonic Dwarf.
“You have come a long way, stranger,” he growls,
“and have passed many trials. But you do not have
two books of spells. Without them, your quest is
hopeless.” He stands and chants an incantation. The
floor beneath you opens, and you fall sickeningly a
hundred yards to your death below the Palace of
Chaladon. Your adventure ends here.
29
“It will cost you five gold pieces to gain entry,” says
the Bolgroth. Reluctantly, you hand over the gold,
and make to go in through the gate. “Not so fast,”
says the second Bolgroth. “Five pieces for me also.”
If you will pay the second Bolgroth, turn to 171. If
you would rather fight instead, turn to 51.
34
30 Your sword strikes the wooden door, but as it does
You open the door and step quickly into the house, so, a chill runs through your body. You cannot
your sword at the ready. A very old man with a long release the sword. From everywhere, you hear the
beard sits at a table piled with books. At his side are booming laugh of Chaladon, as your body turns
two jugs of liquid. Will you: slowly to ice. Your adventure ends here.
Attack him? Turn to 155
Try to talk to him? Turn to 170 35
You swing your sword, and it appears to pass right
through him, as though he were a ghost! He turns
and gives you a bleak smile, before disappearing in
front of you. All that is left is a small pile of playing-
cards. Feeling uneasy, you continue North. Turn to
97.

9
36 you do so, wary of his obvious powers. He places all
You carry on and after a while the road turns North. three books in front of him.
You follow this until you see another road going “Now,” he says “a test of your cleverness. One of
West. Will you: these is the True Spell Book – but which?” He
Continue North? Turn to 105 laughs, and then places one book in each chest, and
Take the road West? Turn to 178 closes the lids. He beckons you forward, and you see
that each chest has a piece of parchment on its lid.
37 Moving closer, you see that one chest is made of
The door seems to be bolted from the inside. Iron, one of Bronze, and one of Copper. On each lid,
However, three mighty blows from your sword you read the inscription. The Dwarf tells you that
shatter it, and you push through the splintered what is written on the parchment on the lid of each
doorway to see a man hanging by his thumbs from chest is a statement which is either true or false. Two
the ceiling. The room is actually a tiny cell, and the of the statements, he tells you, are true, but one is
smell repels you for a moment. You step back, and false. You move to the table and read the parchment
look again. The man is terribly thin, and is gabbling attached to each chest.
wildly to himself. Will you: Copper: The True Book is in the Iron chest.
Cut him down? Turn to 265 Bronze: The True Book is in here.
Leave, and continue exploring? Turn to 185 Iron: The True Book is in here.
“Now,” says the Dwarf, “which one shall you
38 choose?”
If you have laid the barb of a Vortigern at the feet of Will you choose:
Tylwyth Teg, turn to 10. Otherwise, turn to 166. Iron? Turn to 17
Copper? Turn to 147
39 Bronze? Turn to 249
Turn to 217,
41
40 You follow the road for some way. The road is
“Well then,” says the Dwarf; ‘perhaps you are narrow, and the air smells of decay, the houses
cleverer than I thought. But perhaps not!” he snaps. ruined and dark. You come to a junction. Will you
He suddenly produces another Book of Spells, now go:
identical to the two you already have. On the stone West? Turn to 138
table in front of him-are three small chests. “Hand East? Turn to 43
me those two books,” he commands. Reluctantly,
42
The door opens at once, triggering a booby-trap.
There is a flash and a bang, and dozens of tiny pellets
blast into your face. You stagger back out into the
street, unable to see and in great pain. Your ears are
ringing from the explosion, and it takes some while
before you can see and hear properly again. Lose 5
Strength points, and, if you are still alive, you
continue your journey East. Turn to 164.

43
Walking East, you are appalled by the decay around
you. You feel a pain in your leg, and look to see what
has caused it. A rat has sunk its teeth into your calf!
As you try to wrench it away, there is the sound of
hundreds more, and you are attacked on all sides.
Lose 3 Strength points. As the rats leap at your arms,
legs and face, you try to defend yourself, but the
creatures are everywhere.
You run East, shaking the rats from your body,
and find that the road now goes North. You stop for
a moment to look at your injuries and consider your
surroundings. You are not too badly hurt, and the
road North seems the only way ahead. The road
narrows, crossing wasteland, until it is little more
than a rough track. You arrive at another junction.
Will you now go:
East? Turn to 87
West? Turn to 148

10
46
You are standing outside the door in the corridor;
you follow the corridor North, to its end. In front of
you is a stone wall. Furious and frustrated, you throw
yourself at the wall, and to your amazement, it
immediately swings open, and you tumble through
into another room.
You quickly pick yourself up, and look around.
44 The room is large and bare, except for a stone table
The road ends abruptly at a pair of oak doors set in a straight ahead of you, behind which sits a glowering,
large white stone building. You try one of the doors demonic Dwarf. “Come forward, Stranger,” he
and it opens. Inside, there are swords, maces, and commands. “But slowly – I have powers that are
various suits of chain-mail armour hanging on the great indeed.” You do as he says, and stand before
walls. You realise that you are in the Palace Guard the stone table. “In your backpack,” says the Dwarf,
House – which means you must be close to the grinning, “you have two books of spells. You must
Palace itself. indeed be a powerful sorcerer. Perhaps,” he suggests
There is the sound of measured footsteps ap- ingratiatingly, “we might join forces against Chala-
proaching another door in the wall ahead of you, and don?” Do you:
you dash across and flatten yourself against the wall Agree to his suggestion? Turn to 135
beside the door. It opens, and two huge figures enter, Tell him you have come to kill
and remove their chain-mail armour. They are Chaladon? Turn to 228
PALACE GUARDS, giant-like men specially bred
for their size and ferocity in combat. 47
You leap at them before they have a chance to see He is not interested in your explanations and lashes
you, and kill the first with a sword-thrust. The out at you with his mace, catching you a glancing
second grabs his sword at once and whirls round to blow. Lose 1 Strength point. Now you must fight:
face you. He towers above you, but you close at once Dexterity Strength
in combat. As you begin your battle, you realise that GUARD: 8 8
the noise of fighting has alerted others. Two more If you win, turn to 196.
PALACE GUARDS enter, in full armour and
carrying broadswords. If you defeat the first 48
PALACE GUARD, you will have to fight the other You lay the VORTIGERN’s barb at her feet, wary of
two. her ferocious pet. But it does not move to attack you,
Dexterity Strength and you hear her voice as a faint tinkling sound in
First PALACE GUARD: 9 10 your mind. She is Tylwyth Teg, a Faerie whose
If you win, turn to 14. powers do not extend beyond her island. She too
wishes the people of Meldoin to be freed from the
45 curse of Chaladon, and you hear:
You walk cautiously along the alleyway, past the “Open the chest of bronze with care –
dark, silent houses. Suddenly you stumble, and out My name will open Chaladon’s lair.”
of the darkness a flight of six crossbow bolts hurtles As you watch, she and her pet become even less
towards you. You have caught your foot in a trip- substantial, until they have melted into the haze.
wire and sprung a trap. Roll one dice. Feeling oddly sad, but greatly at peace, you cross
If you roll a 1 or a 2, turn to 109. back over the footbridge. Gain 3 Strength points and
If you roll a 3 or a 4, turn to 194. turn to 84.
If you roll a 5 or a 6, turn to 117.
49
The great SERPENT lies dead at your feet, and you
see that it has been guarding something. At first, you
think it is an egg, but when you pick it up, you find
that it is an odd sort of smooth, heavy stone, which
fits neatly into your hand. The stone was lying on a
piece of parchment, which bears the words:
“For any who meet the Armoured Knight,
This Deathstone will instantly end the fight.”
You place the Deathstone in your backpack,
puzzling over the meaning of the words, and turn out
of the SERPENT’s lair, back South. You soon come
to a junction on your right. If you have not already
done so, you may now explore the passage South –
turn to 103. Otherwise, you take the passage West.
Turn to 260.

11
58
The road turns West, through more dilapidated and
empty houses, and then turns South again. You soon
come to a junction; in the deep shadows of the road
ahead, you can make out small gangs waiting
threateningly with clubs and knives, and so you
quickly take the road East. Turn to 98.
50 59
Passing an alleyway to your left, you soon find that A little further on, you come to another junction. A
the road takes a sudden turning right. You have gone road leads off to the South, but it does not look very
only a few paces along this new road before a figure promising. You are about to continue West when
leaps at you from the shadows. Roll two dice. If the your attention is caught by a huge stone statue on
total is less than, or equal to, your Courage score, your right. The statue is fully ten feet high, and
turn to 81. If the total is greater than your current represents a kind of huge scaly lizard. Its mouth is
Courage score, deduct one Courage point and turn open, as though in a roar, and two long fangs are visi-
to 193. ble. Its tail ends in a spiked barb. Beneath the statue
is a plaque, and you read, “Vortigern, the terror of
51 Tylwyth Teg.” Turn to 2.
You draw your sword. Fight each Bolgroth in turn.
However, because of their thick skin and armour, in 60
each battle your first two blows will cause only one The road begins to improve, and soon is fairly good
point of damage, rather than two. Thereafter, each again, although on either side of you there are only
hit you score will cause two points of damage to the deserted huts. You come to another junction. Will
Bolgroth, as normal. Each blow from a Bolgroth to you now:
you will cause the normal two points of damage to Take the road South? Turn to 68
you. Continue East? Turn to 87
Dexterity Strength
First BOLGROTH: 8 8 61
Second BOLGROTH: 7 10 You rest against the tree. You feel yourself drifting
If you win, turn to 91. into sleep, and you seem to be dreaming. You are,
you hear, beneath the Tree of Listening. The bird
52 perches on your knee. She says that her name is
Turn to 160. Eletherin. She warns you that many dangers lie
ahead, though you are on the right road. You wake
53 refreshed and feeling in high spirits. Gain 4 Strength
You lift the lid of the stone casket. There is a bronze points and turn to 141.
key within, and you put this in your backpack before
heading back North. Turn to 191.
54
You step over SCARESPEAR’s corpse and continue
North. An alleyway to your left appears dark and
menacing, and so you continue North. After a short
while, you pass a second alley on your left, but press
on Northwards. Turn to 231.
55
Which door will you take now? 62
North? Turn to 28 His expression changes as he snatches all your jewels
West? Turn to 129 from your hand. “No emerald!” he snaps. “Leave
here, stranger!” Will you:
56 Do as he commands, and leave? Turn to 159
You walk the short distance East to the crossroads, Draw your sword and fight him? Turn to 267
and stop to look and listen. Everywhere is silent, the
houses all boarded and shuttered. Only the moon- 63
light guides your way. Will you now: You move quickly backwards from the three menac-
Go South? Turn to 18 ing figures closing in on you, ready for a difficult
Continue East? Turn to 45 fight. But you lose your footing as you retreat, trying
Go North? Turn to 6 to draw your sword at the same time, and tumble
backwards into the open sewer.
57 The three ROBBERS evidently find this hilari-
Very soon, you pass a main road on your right: it ous, as they stand in the road laughing and pointing
looks like the road straight back to the main gate, at you. Furious, you climb out, ready to do battle, but
though it is hard to be sure in the moonlight. You any provisions and magic herbs you had left are now
press on Eastwards. Turn to 88. ruined and inedible. Turn to 181.

12
13
64
You walk into the room, your sword at the ready, but
it is empty apart from a battered table and a few
chairs, mostly broken. All the furniture is covered in
dust. You see a fine-looking sword on the opposite
wall, and go over to it. Beneath the sword is a plaque
that reads, “Valadoir – scourge of the evil”.
You try the sword: it is an excellent weapon, of
perfect balance and fine steel. Pleased with your
find, you place it in your sheath instead of your own
sword. In future battles, you may add 2 points to your 70
fighting power when using it. You leave the house. The sword is heavy in your hands. It is a cursed, Bol-
West seems to be a dead-end, and so you walk East, groth weapon, and you feel energy draining from
past the alleyway on your right. Turn to 241. you as you hold it. Lose 4 Strength points. If you are
still alive, you drop the sword. Turn to 85.
65
“Well,” says the Dwarf, grudgingly, “perhaps it was 71
not luck the first time.” He takes the True Book of You walk boldly up to the main gate. You see that the
Spells from the chest and solemnly hands it to you. two guards are oddly-formed creatures, with the
You place it in your backpack, and the Dwarf walks faces of boars but the bodies of men. Their skin is
away from you, and through a door on the North thick and bristly, like a boar’s, and they are wearing
side of the room. tough leather armour. They are BOLGROTHs –
On the West side, you see a great oak door, set creatures of low intelligence but considerable
with brass studs. Above it is inscribed the name, aggression. They turn to you as you approach.
“Chaladon”. There are two locks on the door. Have “Well,” says one, his voice deep and snuffling, “a
you got a Silver key? If so, turn to 156. Otherwise, Stranger. We don’t see many here. Have you brought
turn to 218. us gold?”
If you will offer them gold, turn to 29. If you
66 would rather draw your sword and attack them, turn
Going West, you soon pass an alleyway on your to 51.
right. Will you:
Take this new way North? Turn to 24 72
Continue West? Turn to 90 You briefly search the corpse of the great dead
VORTIGERN, but find nothing of value. But, as
you search, the barb at the end of its tail comes away
67
in your hand. Thinking that this could be of use
You open the casket. It is filled with jewels and gold.
later, you gingerly put it in your backpack. Will you
Feeling rather guilty, and watching all around you,
now go:
you take three diamonds, three sapphires, three
East? Turn to 104
opals, and fifty gold pieces, packing them carefully
West? Turn to 204
in your backpack. Will you now:
Try the door on the right? Turn to 208 73
Leave and continue West? Turn to 252 The tunnel goes East for some time, until a new
passage leads off to the North. Will you:
68 Take the new tunnel North? Turn to 232
The road goes steadily South between low, barrack- Continue East? Turn to 111
like buildings, before narrowing and crossing a
wasteland, with just the occasional darkened but to 74
be seen. The road narrows more, and bears West, You duck and raise your shield. The arrow thuds
and you feel a sudden pain in your leg. A rat has bit- into it, and you stand ready to fight. But, looking
ten you. around you in the eerie moonlight, all is calm. You
Almost at once, there is the sound of hundreds of must have scared off your attacker, and so, watching
tiny scurrying feet – there are rats everywhere! You all around you, you head off North again. Soon the
slash at them with your sword as they leap at you road turns East. Turn to 60.
from all angles. Lose 3 Strength points, and, if you
are still alive, you run West away from them. Turn to 75
254. You are lucky. You duck into the shadows and watch
as a lumbering BOLGROTH passes, over the
69 crossroads, heading South. BOLGROTHS, crea-
The GIANT lies dead at your feet, and you are about tures with the faces of boars but the bodies of men,
to continue North when the moonlight glints on are not very clever, but are armoured and you know
something at his neck. You look closer. A crystal key them to be tough opponents in a fight. You wait
is tied to a cord round his neck, and you cut the cord until the sound of the Bolgroth’s footsteps have
and pocket the key. You hurry North, and soon the faded completely before emerging into the moon-
road ends at a junction. Turn to 9. light. Turn to 56.

14
76
Have you met Tylwyth Teg? If so, turn to 195.
Otherwise, turn to 166.

77
Even as you begin chanting the spell, you begin to
feel cold. As you complete it, you realise that you
cannot move. Your body is turning to stone, for you
have cast a spell from one of the false books. Your
last memory is of the Dwarf laughing hysterically,
and your adventure ends here.

78
The armour is magic, and you feel wonderfully
strengthened. Restore your Strength points to their
Initial level. Will you now:
Take the sword? Turn to 251
Leave the forge and
continue North? Turn to 96

79
The wind blows scraps of paper and rubbish at you as
you walk, and becomes stronger as you press on
Northwards. It is as though the evil spirit of
Chaladon himself were trying to hurl you back. You
press on, and the wind becomes a full gale, howling
into your face and hurling sticks and dust at you. You
put up your shield, grit your teeth, and struggle
forwards with grim determination. As though in
recognition of this, the wind drops, and you are able
to walk normally. You soon arrive at a road off to the
East. Will you now go:
East? Turn to 177
Continue North? Turn to 235

80
You listen for further guards, exhausted, but all
seems quiet. You take a suit of chain-mail from the
wall and try it on, but it is too large and heavy for
you, and so you discard it. You move through the
door into the next room, and see a door in the South
wall. It opens into a narrow corridor, and you walk
down this until you reach another door, which is
locked. If you have a bronze key, turn to 120.
Otherwise turn to 236.

81
You gaze unflinchingly at the figure before you. He is
tall and thin, and wears no armour, but he has a
lance which he wields with great ease. “I am
SCARESPEAR,” he announces, in a voice which
seems to come from beyond the grave. “You shall
not pass me.” If you have a net, turn to 172.
Otherwise, turn to 131.

15
82 yet. There are no taverns, no lights anywhere. But
“You have failed the most elementary of quizzes,” something is moving in the shadows ahead of you –
says the old man. “But I wish you luck in your and warily you approach a dribbling, misshapen
quest.” Turn to 270. creature. He grabs at your backpack, and you both
fall, fighting, to the ground. Within a few seconds
83 the creature has escaped into the night, and you pick
You explain that you are a traveller, and wish only yourself up and check your provisions. Five pieces of
to continue on your way. He looks at you greedily. gold are missing, and you look angrily about you –
“The way out is quite simple,” he cackles, “but what
but the creature is nowhere to be seen.
will you pay me?” Will you offer:
Gold? Turn to 192 However, his torn and ragged coat is on the
An emerald ring? Turn to 258 ground, and you quickly look through the pockets.
A key? Turn to 186 You find only a small cloth pouch; in the pouch is a
Or draw your sword against him? Turn to 267 kind of tubular plant, and on the pouch is scrawled,
“Mandrake Root”.
84 You put this in your backpack before continuing
You stand for a few moments on the bank, contem- East, and shortly you arrive at a junction. Will you:
plating the mysterious island. But you feel sure you Go North? Turn to 79
must be close to your goal now. You press on, and Continue East? Turn to 36
very soon the alleyway turns North, and you find
yourself at the gate of the palace itself. Have you got 89
a copper key? If so, turn to 3. Otherwise, turn to 168. You search the dead BOLGROTH, but find nothing
of value. He wears a necklace made of plaited hair,
85 which catches your eye. If you wish to try on the
Will you now: necklace yourself, turn to 238. Otherwise, turn to 56.
Investigate the chest? Turn to 223
Leave the forge, and go North? Turn to 96 90
You shortly find that the street is blocked by a
86 barricade of metal spikes and sharpened wooden
As you pass the ruined houses, you are amazed to see stakes, burning in the night. A villainous-looking
a man in a frock-coat, apparently playing cards on his character moves from the shadows on your right,
own. He is sitting outside what was once obviously a and you hear a movement behind you: two men have
fine house, talking to himself. Will you: crossbows aimed at your back. As you turn your head
Try to talk to him? Turn to 106 to face the first man again, you see that yet another
Attack him? Turn to 35 two have appeared from the shadows, and have
Continue North? Turn to 97 crossbows aimed at your heart.
The Chieftain holds out his hand. “A Mandrake
87 Root,” he demands, “and you may pass. Otherwise
You realise, as you walk along, that you are walking you die now.”
between rows of low, stone buildings that remind You consider fighting, but only for a moment –
you of barracks. As you are thinking about this, a then you give the Chieftain the Mandrake Root.
BOLGROTH steps out from one of the buildings “Good,” he says, placing the Root in his tunic. He
into the road ahead of you. He is wearing no armour, leads you into the house on your right, then through
and you rush him at once. a short, evil-smelling alley, West, and back into the
Dexterity Strength main street.
BOLGROTH: 10 8 The barricade is behind you, its flames turning the
If you win, turn to 44. night sky orange, you continue West. Turn to 121.

91
The Bolgroths dead, you cautiously push open the
gate. Turn to 142.

92
On the short swim back to the shore, you suddenly
feel a painful bite on your leg. Almost immediately,
you feel more bites, and realise that you are being at-
tacked by PIRANHAS. You swim for your life, and
climb back onto the shore. Lose 5 Strength points,
and, if you are still alive, turn to 84.

93
88 He shakes his head sadly, and, as you are watching,
Walking East along what seems to be a main road, simply disappears. Puzzled, you continue North.
you are struck by the fact that there is no sign of life Turn to 97.

16
94 have successfully defended yourself against him in
You step hastily back from the onrushing figures, this round, and sustain no injury. If his score is
and almost overbalance into the sewer behind you. greater, he has wounded you and you must deduct 2
But you just keep your footing and prepare for a fight Strength points. After killing the first ROBBER, you
against the three ROBBERS facing you. They are then fight the second ROBBER as normal. If you
carrying clubs and knives, and their leader points to defeat both ROBBERS, you then turn and fight the
you and then stands back. The first two ROBBERS CHIEF ROBBER.
close in on you, and you will have to fight them both Dexterity Strength
together. To do this, attack the first ROBBER as in a First ROBBER: 8 8
normal battle. But for each round of fighting, throw Second ROBBER: 6 8
for the second ROBBER as well. CHIEF ROBBER: 9 10
If his score is less than, or the same as yours, you If you defeat all three, turn to 25.

17
99
The great monster gives a fearsome roar and moves
in for the attack. You draw your sword in readiness.
The VORTIGERN makes a sudden leap at you and
the battle begins.
Dexterity Strength
VORTIGERN: 12 8
If you win, turn to 72.
100
Moving to the well, you see that there is a bucket tied
to a rope at the side. The well does not look as
though it has been in use for some time. You toss
down a stone: it clatters off the sides and you hear it
hit the bottom. Deciding to investigate further, you
lower the bucket and fasten the rope at the top.
As you climb down the rope, you notice a faint
light, which grows stronger as you reach the bottom.
The eerie, greenish light seems to come from the
walls themselves, and when you get to the bottom
you see that there is a tunnel leading off to the South.
As this seems to be the only way to go, you set off
South. The tunnel is quite high enough for you to
stand up in, and the light remains steady. Quite
soon, the tunnel branches off to your left. Will you:
Take the new tunnel East? Turn to 73
Continue South? Turn to 123
101
Back at the bottom of the well, you are relieved to see
that the bucket is still there, with the rope attached.
The rope seems intact, and you begin climbing up.
Reaching the top, you look cautiously around, but
95 all is dark and you can see no-one. You climb back
The door opens easily, and you find yourself in a nar- out, into the main road, and continue on your
row corridor. After a few paces, you It notice a new original journey North. Turn to 19.
door to your right. Will you:
Press on Northwards? Turn to 46
Try the new door to your right? Turn to 272
96
Walking away, the red glow fades, and the night air is
quite chilly. There are no houses here, you are
walking across wasteland, but you soon you see that
there is a road off to your left, and that the road North
improves also Will you: 102
Continue North Turn to 112 Warily, you step into the water. Although it is a
Take the road West? Turn to 198 chilly night, the water is pleasantly warm. You
97 expect to be attacked at any moment, but get safely to
The road North continues for some while, going the island. As you look around, however, a thought
steadily downhill all the time. You are in a tree-lined strikes you, and you check your backpack. As you
venue; and the trees press closer together until you feared, any provisions you had left are now soaked
are walking under a canopy of 164 age. and inedible. You curse your thoughtlessness, but
The branches shut our the moonlight, and you there is nothing to be done about it now. Turn to
stumble against a door. You can feel, in the pitch- 246.
black, that the door has swung open, and step
through. Now will you go: 103
Left Turn to 200 The tunnel ends suddenly in a large cavern. You
Right? Turn to 163 hear a growling noise and turn in time to see a kind
of huge slug slithering towards you. It has an
98 excellent sense of smell, and sharp teeth in each jaw.
All is dark and silent as you walk, the few empty huts As it moves to devour you, you draw your sword for
at the side of the road are long abandoned. Soon you the fight.
come to a junction. Will you now go: Dexterity Strength
South? Turn to 13 LUMBERBUG: 10 12
Continue East? Turn to 43 If you win, turn to 4.
18
104
Walking carefully East, you see that a new alleyway
leads off to the North. Will you:
Go North? Turn to 203
Continue East? Turn to 253
105
On your left are large, blank buildings that look like
warehouses. Ahead and on the right, the night sky is
lit by a dull red glow that comes from a large, low
building. You stop when you reach it. You can feel
the heat, even from the road, and realise this must be
the forge that the refugees told you of. Will you:
Enter? Turn to 221
Continue North? Turn to 96
106
You sit down and suggest a game. He seems pleased, 109
though there is something about him which makes Two of the bolts thud into your body. Luckily, your
you feel uneasy. He says that the stakes are 5 gold light armour affords you some protection, but you
pieces. Will you put up the 5 pieces and play? If you must still lose 2 Strength points. Cursing, you pull
will, turn to 21. If you would rather decline the offer the bolts painfully from your body before continuing
and continue North, turn to 97. much more cautiously along the alleyway. Turn to
26.
107
You knock sharply on the door with your sword- 110
handle, and the noises stop. Then you hear a You are walking East, past the deserted houses. After
different noise, like the scurrying of many tiny feet. a short time, you see that there is a light coming
You push open the door and step in, but there is no- from one of the houses on your left. Will you:
one there. The room is in perfect order; in the centre Enter? Turn to 189
is a table, with four chairs around it, and in the Continue East? Turn to 187
centre of the table is a bronze casket. There is a door
on the right. Will you: 111
Try to open the casket? Turn to 67 Almost at once, you see a well on your right. Will
Try the door on the right? Turn to 208 you:
Investigate the well? Turn to 100
108 Continue North? Turn to 19
You charge the door, and it seems to give a little, but
it causes you some bruises. Lose 3 Strength points. 112
Will you now: You have walked only thirty paces or so when you
Try charging it again? Turn to 23 see that there is a road on your left. Will you now:
Leave, walk back through the forge, Take the road West? Turn to 206
and continue your journey North? Turn to 96 Continue North? Turn to 86

19
120
The key fits into the lock and the door opens. You
walk into a large room, in the centre of which is a
marble table. Sitting at this table with his back to you
is a small figure emanating evil.
“You have come a long way, adventurer, and
fought hard,” he says, and you realise with surprise
that he is speaking to you. “But without the Book of
Spells,” he continues, “your quest is useless.” He
turns, and you are facing a demonic Dwarf. “I shall
have a little sport with you,” he cackles, and snaps
his fingers. From above, a heavy net drops over you,
and you struggle helplessly to free yourself. The
Dwarf gives a call, and four more PALACE
113 GUARDS, in full armour and carrying pikes and
Still moving North, and keeping in the shadows, you battleaxes surround you. You are helpless. The first
reach the T-junction. Will you go: lifts his axe . . . and your adventure ends here.
East? Turn to 88
West? Turn to 271 121
Continuing, another narrow road appears almost at
114 once on your right. Will you:
After a few paces South, your way is blocked by a Take this new road North? Turn to 203
solid bronze door. If you have a bronze key, turn to Continue West? Turn to 59
201. Otherwise you will have to return to the bottom
of the well – turn to 101. 122
You raise your shield in time, and the arrow thuds
115 harmlessly into it; you crouch, sword drawn waiting
As your blade flashes, both she and the monstrous for another attack, but none comes. Warily, you
creature disappear. You search the tiny island, but continue South. Turn to 58.
find nothing. Turning back, you see that the
footbridge has disappeared also! You must swim back 123
– turn to 92. He tells you that you are travelling a road which
leads to certain death. He tells you to turn back and
116 take the second road West. You thank him, and go
As you are about to continue, there is a deep back, past the first road on your right, and take the
rumbling sound on your left. A portcullis drops, second road, as directed. Turn to 198.
sealing off the North-bound tunnel. With little other
option, you continue East, and after a while, the
passage ends at a junction. Will you:
Try the tunnel North? Turn to 220
Try the South-bound tunnel? Turn to 103

117
Six of the bolts thud into you. Your light armour pro-
tects you from their full force, but you still lose 6
Strength points. Painfully, you pull the bolts from
your body, and continue East. Turn to 26.

118
A nauseating smell gets steadily worse as you walk,
and you realise after a few minutes that it is coming
from an open sewer on your right. On the left are
only darkened, battered huts, and you hurry on.
Turn to 32.

119
The armour is magical, and you feel all your energy
returning. Restore your Strength points to their
Initial level. Now will you:
Investigate the chest? Turn to 223
Leave the forge, and continue
North? Turn to 96

20
124
The lid of the chest lifts easily. But immediately, a
jet of choking gas shoots out, catching you full in the
face. Lose 4 Strength points. You stagger, gasping,
out of the house and back into the street to continue
your journey West. Turn to 50.

125
After a few short paces South, your way is blocked by a
solid bronze door – you will need a bronze key to
open it. If you have such a key, turn to 201.
Otherwise, you may go back North, to the well –
turn to 101, or try the tunnel East – turn to 73.

126
You place a portion of your herbs on the table, and
the men begin, robot-like, to eat them. Slowly, their
expressions change; they look around them, and
then at you, with wonder and gratitude in their eyes.
“Free, at last,” says one of them, “from Chaladon’s
evil curse. Do you have any more of this wondrous road and that when you leave, you should go East;
herb?” then you will soon pass the but of Miletus. He also
You explain that, unfortunately, it is very rare, but tells you that Miletus is vicious and cunning, a
that you propose to meet Chaladon, defeat him, and deputy-sorcerer of Chaladon’s, and that he is famed
lift the curse from the whole of Meldoin. “You are for his love of jewels. The man to your right rises and
welcome indeed, Stranger,” says the man at your removes a ring from his finger. It is set with a very
left, “but you must be strong and clever to defeat large pure emerald. Will you:
Chaladon.” Put it on your own finger? Turn to 259
He goes on to tell you that you are on the right Ignore the offer and leave? Turn to 133

21
134
The footbridge is shaky, but it takes your weight.
You cross onto a very small island which radiates an
aura of power. Turn to 246.
135
“So,” sneers the Dwarf, “you think yourself my
equal in magic and strength?” He points his hand at
you, and a rope snakes from it, wrapping itself
127 around your neck.
“Jewels,” cries Miletus, “let me see what you have. You struggle desperately as the rope tightens,
It is an emerald that I prize most.” If you have an threatening to choke you, and at last manage to free
emerald ring, turn to 258. Otherwise, turn to 62. yourself. Lose 3 Strength points. Gasping for breath,
but furious, you tell the Dwarf that you have indeed
128 come to kill Chaladon. Turn to 228.
You hold your ground and strike at the FLYING 136
SKULL again and again. One of your sword-blows You are not so lucky in this round of the game. The
obviously hits a vital spot, for the skull shatters, and creature on your left peers at the pebbles in the jar,
falls in pieces at your feet. As you watch, the glow gurgles, “I won,” and holds out his hand for the
from the shattered skull begins to fade, and the sapphire. Will you:
bones begin crumbling to dust. But before the glow Give him the jewel, but ask for
dies completely, you see a copper key lying among information? Turn to 15
the bones. Quickly, you pick it up and put it in your Draw your sword and attack them? Turn to 146
backpack before running back North. Turn to 101.
137
129 He is surprised by your sudden move, but dodges
You are in a small library. You look carefully at all your blow. You close for battle.
the books lining the walls, until you see one titled, Dexterity Strength
“Spells of Chaladon”. Delighted, you put this in GUARD: 8 8
your backpack and return to the large stone-flagged If you win, turn to 196.
room. You take the door North. Turn to 95. 138
You walk cautiously West, but there are no further
130 incidents. You reach another junction; South, the
You lift the lid of the bronze chest, but are dismayed street is in near-total darkness, but you can see a
to find it is completely empty. But then you recall small band of threatening-looking figures carrying
your meeting with the Faerie, and whisper her clubs and knives, and so you hurry North. Turn to
name. Slowly, the base of the chest lifts, revealing a 31.
gold key. You quickly take it and put it in your
backpack. As you do so, a movement behind you
alerts you to danger. Turn to 219.
131
You close in battle with SCARESPEAR:
Dexterity Strength
SCARESPEAR: 11 10
If you win, turn to 54.
132
The VORTIGERN moves to attack you, and you
prepare to defend yourself. Because of its scaly skin,
for the first jour rounds of fighting, deduct only one
Strength point each time you strike the VORTI-
GERN. Thereafter, for each fighting round, deduct
two points. Each time you are wounded, deduct two
points from your strength score, as normal.
Dexterity Strength
VORTIGERN: 12 8
If you win, turn to 72.
133
You stand outside the little house. Will you now go:
West? Turn to 161
East? Turn to 183

22
139 147
You walk quickly through the darkened street, Turn to 217.
keeping in the centre of the road. The houses on
either side give off an air of menace, and you hurry 148
until you reach a T-junction, where you take the The road passes through dilapidated hovels on both
road North. Turn to 112. sides. Soon, the road turns South, and you have the
unpleasant feeling that you are being watched.
140 The moonlight glints on the flash of an arrow
You examine all the suits of armour until you find through the darkness, and you swiftly raise your
one that is your size. It is enchanted, and immediate- shield. Roll two dice.
ly restores your energy. Take your Strength points If the score is less than your Courage score, turn to
back to their Initial level. Feeling very pleased, you 122. If it is the same or greater, turn to 216.
walk back through the forge and out into the road 149
again, to continue your journey North. Turn to 96. You listen at the door, but cannot make out what is
causing the odd noise that you can hear. You bang
141 loudly on the door with your sword-handle, and
You continue North, past another alley on your left, there is immediate silence. Then you hear another
and almost at once notice a well on your right. Do sound, like hundreds of tiny scurrying feet. You
you wish to: push open the door and step into the room, but there
Investigate the well? Turn to 100 is no-one there. The room is in perfect order; in the
Continue North? Turn to 19 centre is a table, with four wooden chairs round it,
and in the centre of the table there is a small bronze
142 casket. There is door on the right. Will you:
You are inside the city of Meldoin. All is silent and Try to open the casket? Turn to 12
dark. You are in a North-facing street, but it strikes Try the door? Turn to 42
you that the houses on either side are shuttered and
silent. The moonlight allows you to see to the end of 150
the street, where there is a junction. You move You find a suit of armour that is your size, and try it
cautiously forward; but before you reach the junc- on. The armour is magical, and you feel greatly
tion, you see an alleyway leading off to your left. Will strengthened. Restore your Strength points to their
you: Initial level. Now, will you:
Take the new alleyway West? Turn to 205 Take the sword? Turn to 70
Continue North? Turn to 113 Investigate the chest? Turn to 223
Leave the forge,
143 and continue North? Turn to 96
Losing your nerve, you run back North, away from
the FLYING SKULL. Turn to 101. 151
Chaladon’s body lies motionless at your feet. It has
144 been a terrible journey, and a tough and bloody final
You tug the wristband from the dead BOL- battle. You replace your sword in its sheath and take
GROTH’s arm, and try it on your own wrist. out the true Book of Spells. With the book, you will
Immediately, you are overcome by a feeling of great have control over all of Chaladon’s mutant warriors,
but first you find the Spell for Lifting Curses. You
lethargy. Lose two Dexterity points. Turn to 263. cast it. Turn to 275.
145 152
You find yourself in what seems to be a small library. You find nothing else of interest, and walk back
Searching the books lining the walls, you find one through the forge and under the archway. You head
entitled, “Spells of Chaladon”. You put this in your North. Turn to 96.
backpack and hurry back into the stone-flagged main
room. Will you now go through the door to the: 153
North? Turn to 28 Half-blinded, and in great pain, you stagger back out
East? Turn to 33 into the street. Slowly, your eyes become accus-
tomed to the moonlight again, and the pain lessens.
146 Lose 5 Strength points, and if you are still alive, turn
You are sitting awkwardly, and as you draw your to 252.
sword, the one on your right takes the jar and dashes
you over the head with it. You fall back, stunned for
a moment. Lose 2 Strength points.
You quickly regain your senses, but both of the
strange creatures have disappeared into the night,
and the small pile of jewels has gone as well. There is
nothing else to do but leave and carry on North.
Turn to 118.

23
24
154
You kill the first sleeping BOLGROTH with a
sword-blow, but the second immediately wakens and
grabs his sword. But he is not properly awake, and
you close in for the kill.
Dexterity Strength
BOLGROTH: 6 6
If you win, turn to 207.

155
He offers no defence against your attack, and your
mighty sword blow severs his head. The headless
body slumps to the floor, blood gushing from the
neck. The table has been overturned by your attack
and whatever was in the jugs now mingles with the
old man’s blood.
You consider examining the books – now scat- 159
tered – which had been on the desk, but as you do so, You are standing outside the stone hut. You begin
you catch sight of the severed head. The eyes still walking East again and walk for some minutes, until
seem to be alive. The mouth moves slightly, saying the tunnel turns North. In the distance, you can see
words you cannot hear, and then there is a great still- moonlight. You run towards it, and find yourself in
ness around you. The air feels thunderous, and you the open air, in an alleyway running North. The
want to get out as fast as you can. But your legs are moon is almost full, and you can see that the alley
leaden, and as you struggle to the door, lose 7 turns left almost at once, ahead of you.
Strength points. If you are still alive, turn to 270. You stop for a few moments to regain your breath,
and then follow the alley West. On your left, you see
156 water. It is a small lake, shrouded in mist; you can
Do you have a gold key? If so, turn to 256. vaguely make out the shape of an island beyond the
Otherwise, turn to 218. mist, and a rickety-looking footbridge leads across.
Will you:
157 Swim across? Turn to 102
The words on the parchment come back to you, and, Risk the footbridge? Turn to 134
as the DEATHKNIGHT approaches, you take the Ignore this and continue West? Turn to 84
Deathstone swiftly from your backpack, and weigh it
in your hand. It feels perfectly balanced, and you
hurl it with a whiplash movement of your arm. It 160
strikes the DEATHKNIGHT in the centre of its He takes the key from you, grinning nastily. “What
armoured face – slowly a flow of brownish-green would I want with this?” he sneers, “I have my own
blood begins pulsing from behind the armoured keys. I do not like you, Stranger. You had better
mask, and the body collapses in a clattering heap at leave.” You decide this is a wise move. Turn to 159.
your feet. Turn to 233.

158 161
You search the dead BOLGROTH. He seems to You soon pass a road going South, but continue
have little of value or use, but his wristband appears West. The road turns sharply North, though there is
attractive. Will you: a kind of track to the South. Will you:
Put it on? Turn to 144 Try the track South? Turn to 174
Continue North? Turn to 263 Go North? Turn to 41

162
The sword weighs you down as you lift it from the
wall. It is a Bolgroth weapon, and you feel
yourself weakening. Lose 4 Strength
points. If you are still alive, you are finally
able to drop the sword. Will you now:
Try on a suit of armour? Turn to 119
Investigate the chest? Turn to 11

25
163 167
Fumbling in the dark, you feel another door ahead of You take out one of the two identical books titled,
you, and push through it. You just have time to “Spells of Chaladon”. Searching through it, you find
realise that you are facing a roomful of Dwarfs and a spell labelled “Dwarf dissolver”. You read,
Bolgroths. Instantly, one of them pushes a lighted “Evil Dwarf, go from here
torch in your face, and a second strikes you a mighty Back to the land of your birth.
blow with a club, on your sword-arm. You fall to the Never shall you reappear
floor, half-blinded, and knowing that your arm is While I am on this earth.”
broken. A Dwarf takes your sword and shield, and If you will cast this spell, turn to 77. If you prefer
then three of the Bolgroths begin stabbing you with to change your mind and replace the book in your
pikes; another rains blows on you with a club. backpack, turn to 40.
Finally, they all stand back, laughing.
“Enough,” says one of the Dwarfs, “for the
moment. We do not want to kill it. Put on the 168
chains!” Barely conscious and racked with pain, you Having come so far, you are not going to give up
feel heavy chains being attached to your ankles, easily now. Will you:
wrists and neck. Charge the door? Turn to 250
“Drag it away!” cries the Dwarf. “We will have Strike it with your sword? Turn to 34
more fun later.”
You are dragged by the hair and thrown into a 169
stinking, windowless cell. Doomed to spend the rest They put up no resistance as you cut them down
of your days in Chaladon’s terrible dungeons, your with your sword. You search the room but find
adventure has ended. nothing of value. Saddened, you leave the house.
Turn to 133.
164
Walking East, away from the strange house, you 170
soon come to another junction. The road runs You introduce yourself as a stranger seeking the way
North-South and you go North, since the way South to Chaladon’s palace, though you do not tell the old
must soon lead back to the main gate. Turn to 105. man the true nature of your quest. “Well,” says the
old man, “I can tell you this: to even reach the
Palace of Chaladon, you will need to be not only
strong and brave, but also clever.”
He takes the two jugs of liquid and places them in
front of him. “Now,” he says, “on my left is a jug of
water, and on my right a jug containing exactly the
same amount of wine; and I have a goblet. Watch – I
shall pour exactly half of the water into the wine,
that is, one goblet-full.” He does this, and places the
jug of water back at his left-hand side.
“Next,” he says, grinning, “I shall pour exactly
the same amount – one goblet-full – from the jug on
my right into the jug on my left.” You watch as he
pours the mixture back into the jug on his left.
“Now,” he asks you, “which jug contains more
wine?” Will you answer:
The jug on his left? Turn to 239
165 The jug on his right? Turn to 211
You step swiftly over the body of the bat and move to Both contain the same amount? Turn to 82
the junction. The houses in the street you are facing
are decayed and empty, but, looking left, you see that
a faint light seems to be coming from one of them.
Will you now:
Go West, to investigate the light? Turn to 179
Take the road East? Turn to 241

166
To your great dismay, the chest is completely empty.
Frustrated, you search the rest of the stone-flagged
room, but find nothing. Now you must decide what
to do next. Will you try the door on the:
East? Turn to 244
West? Turn to 145
North? Turn to 28

26
178
Shortly, you hear an odd sound from one of the
houses on your left. It is a kind of high-pitched
chattering. Will you:
Investigate the noises? Turn to 107
Continue West? Turn to 252

179
You walk West, through the dark and empty street
until you reach the house on your right which seems
to be lit. The door is shattered and hangs on its
hinges, and you can see no source of the light. The
while room appears to be suffused with a soft glow.
Will you:
Enter? Turn to 64
Go back East? Turn to 214
171
The second Bolgroth pockets your gold, sneers, and
opens the gate. Turn to 142. 180
Panting more than a little from your exertions, you
172 continue West, wondering what other nasty surprises
As SCARESPEAR advances, you reach into your are in store for you. You notice that one of the
backpack and cast the net. It billows down, and he houses on your right seems to have a light burning in
tries to free himself, but only becomes more the front room, unlike the others. Will you:
entangled. Seizing the chance, you rush forward Enter? Turn to 5
with your sword. Because SCARESPEAR is so Continue West? Turn to 50
restricted, each blow from your sword will take away
4 Strength points from him. Resolve the battle:
Dexterity Strength
SCARESPEAR: 11 10
If you win, turn to 54.
173
Do you have the barb of a VORTIGERN? If you
have, turn to 48 Otherwise, turn to 229.
174
The way south soon becomes little more than a track
across wasteland. You lose your footing and fall
badly into a pit. Lose 3 Strength points, and turn to
197.
175
The door holds. Lose 3 more Strength points. If you
are still alive, you pick yourself up wearily and look
round. Will you now:
Explore further? Turn to 152
Leave the forge and go North? Turn to 96
176 181
There is a deathly silence all around, and the The ROBBERS’ attitude changes when they see the
moonlight makes even your own shadow seem expression on your face, and two back off, but their
threatening. But you push on, past a road to your Chief holds his ground. He has a short dagger in one
right, until you reach another junction. You decide hand and a club in the other, and attacks you.
to go North, since the way South must eventually Resolve the battle:
lead back to the main gate. Turn to 112. Dexterity Strength
177 CHIEF ROBBER: 9 10
The road East is quiet, and you travel safely down it If you win, turn to 209.
some way. The houses are still silent, and none are
showing lights, but a strange noise from one of the 182
houses on your right catches your attention. It is a The lid of the chest lifts at once, but a jet of choking
kind of high-pitched chattering. Will you: gas shoots out. Gasping for air, you stagger back out
Investigate these noises? Turn to 149 into the street to continue your journey East. Lose 4
Continue East? Turn to 22 Strength points and, if you are still alive, turn to 187.

27
183 188
Walking East, you pass a road leading South, but The tunnel climbs steadily upwards until it reaches a
press on, until you come to a stone archway. Ahead dead end. Lose one Strength point. Irritated, you
stretches a dimly-lit tunnel, sloping down into the return to the junction and head East again. Turn to
ground, and you enter warily. After a short while, a 262.
new tunnel leads to the North. Will you:
Carry on Eastwards? Turn to 262
Try the tunnel North? Turn to 188

184
You soon arrive at another junction. Will you now
go:
East? Turn to 190
West? Turn to 269

185
Moving beyond the glowing furnaces, you see that
there are two lines of sleeping men. They sleep
rhythmically, and you realise that they must be the
workers. You move to one of them and shake him. 189
Slowly, his eyes flicker open. He stares at you, his The front door is not locked and opens easily, its
face registering no expression at all. You tell him hinges creaking. Mouldy, maggot-infested food is on
that you have come to help, and need information, the table and there is a thick layer of dust everywhere.
but his zombie-like stare tells you that you are Beyond the table, a wooden chest seems to be
wasting your time. You leave him and walk on, unlocked, and behind that is a cupboard. Will you:
between the lines of sleeping people. Try to open the chest? Turn to 182
At the end of the room there is a door set in the Try to open the cupboard? Turn to 266
wall. It is made of a strange metal, and your sword
has no effect on it. Will you now: 190
Try charging the door? Turn to 108 You pass almost at once under a stone archway.
Walk back, leave the forge, Ahead stretches a dimly-lit tunnel, and you draw
and go North? Turn to 96 your sword and move forward. After a short while, a
new tunnel leads to the North. Will you:
186 Carry on Eastwards? Turn to 262
Decide which key you will offer him. Try the tunnel North? Turn to 188
A Bronze key? Turn to 261
A Copper key? Turn to 202
A Crystal key? Turn to 52

187
You are in what seems to be a main road. Still there
is no sign of life, until you are alerted by a menacing
growl from the shadows. You wait, your sword at the
ready, and a WOLF springs at you out of the
darkness.
Dexterity Strength 191
WOLF: 9 8 Soon you arrive back at the junction. If you have not
If you win, turn to 57. already done so, you may now investigate the North
passage – turn to 220. Otherwise turn to 260.

192
“My price is fifty gold pieces,” grins Miletus. If you
are able and willing to pay him, turn to 212.
Otherwise, you may try to fight him – turn to 267, or
leave: turn to 159.

193
The figure before you is tall and thin, and wields a
lance with great skill. He thrusts the lance at you,
and you back off. Lose 1 Dexterity point. “I am
SCARESPEAR,” he announces, in deathly tones,
“and none shall pass me.” If you have a net, turn to
172. Otherwise, turn to 131.
28
194
Four of the bolts thud into you. Your light armour
gives some protection, but you still lose 4 Strength
points. You painfully pull the bolts from your body
before continuing. Turn to 26.

195
If you laid the barb of a Vortigern at the feet of
Tylwyth Teg, turn to 130. Otherwise, turn to 166.

196
Examining the body of the dead Guard, you see that
he is wearing a ruby and pearl pendant. You put this
in your backpack and press on West. Further on, the
alleyway makes a turning to the right, and you find
yourself at .a junction. Will you now go:
West? Turn to 255
East? Turn to 110

197
You climb out of the pit and go back North, past the
road on your right, and continue North. Turn to 41.

198 199
The street you are in feels dark and menacing, and You pass a road leading South, but press on. Turn to
you hurry through it, ready for any attack. You pass a 230.
road leading off to the South, and hurry on. Turn to
66. 200
The air feels damp and cold, and you can feel rough
walls. Stumbling in the blackness, you break a trip
wire. You hear an ominous rumbling sound from
above, but never see the mighty boulder which
squashes you like an insect. Your adventure ends
here.

201
You try the bronze key, and the door opens easily.
You go through, and as you walk down the tunnel,
the greenish light begins to fade, until gradually you
are in complete darkness. Warily, you move forward.
Vaguely, out of the darkness, you see a glowing
white object floating ahead of you. You can make out
a pair of dull-red eyes, and hear a stomach-turning
sound, like bones grinding together. Suddenly, the
FLYING SKULL swoops at you, and you recoil in
horror. Lose 1 Courage point. You strike it with your
sword, but it seems to have no effect. Roll two dice. If
the score is less than your Courage score, turn to 128.
If it is the same or greater, turn to 143.

202
Turn to 160.

203
Creeping along the alleyway, you are surprised by a
BOLGROTH. You immediately engage in battle,
but because of his armour, the first two rounds of
fighting will cause only one point of damage to him.
After the first two blows, each blow you strike will in-
flict the usual two points. If you win, turn to 158.
Dexterity Strength
BOLGROTH: 7 7

29
204
Walking along, you feel increasingly uneasy. You are
sure that there are hidden watchers in the shadows.
You hear a sudden cackling laugh and turn with
your sword at the ready – but there is nothing. The
houses here are in a worse state than any you have
seen; walls and roofs have partly collapsed, and some
are reduced to piles of rubble. The street ends: ahead
of you and to the South is wasteland, but a road leads
North.
Peering along it, you can hear faint scratching
noises, like rats’ feet, and in the gloom ahead you are
almost sure that you catch sight of several pairs of
dull-red eyes watching you. You take a deep breath
and press on North.
Heading North, you hear a peculiar sound on your
right, a sound like stones rattling, and you move
closer to see what is causing it. The noise is coming
from inside the ruins of what might have been a
rather fine building, and you step carefully inside.
Two horribly misshapen figures stare at you.
Clothed in tattered rags, and grotesquely thin, they
have been tossing pebbles into a jar by the light of a
candle. Will you:
Join them? Turn to 225
Attack them? Turn to 243
Leave and continue North? Turn to 118

205
The alleyway is strewn with foul-smelling rubbish,
and you push your way through it, disgusted.
Suddenly, from one of the houses on your left, a tall
figure steps out. He is helmeted, dressed in light
armour and carries a mace. “Stop!” he calls, “you
must pay fifty gold pieces to pass.” Will you:
Explain that you do not have fifty
gold pieces? Turn to 47
Attack him at once? Turn to 137

206
After going West for some time, the road abruptly
ends at a junction. Will you go:
North? Turn to 184
South? Turn to 7

207
You explore the forge. The furnaces are glowing
dull-red around you, but there is no activity. The
room is large, and so long that you cannot see to the
end. You begin dripping with sweat in the heat, and
imagine what the place must be like in the daytime,
when work is in progress and the furnaces are
glowing white-hot! You see a door in the wall on
your left. Will you:
Try to open the door? Turn to 37
Continue exploring? Turn to 195
30
216
You put up your shield, but not in time. The arrow
thuds into the leather armour on your chest, costing
you 1 Strength point. Furious, you wrench it out and
wait for a further attack, your sword at the ready. But
whoever fired the arrow must have decided that you
are too strong to try to rob. You continue, cautiously,
South. Turn to 58.

217
“Not much good at simple reasoning, are you?”
208 sneers the Dwarf. He takes the True Book from the
The door opens at once, triggering a booby-trap. correct casket and holds it up to you gleefully. He
There is a small explosion, a flash, and dozens of tiny opens it, finds the spell he is seeking, and begins
pellets blast into your face. Turn to 153. mumbling. There is something strange and terrible
happening to your face and body, and your mind is
209 becoming hazy.
You put your hands up to your face, and feel a
You look around, bloodied sword in hand, but all is
snout, and tusks – the Dwarf has turned you into a
quiet. The CHIEF ROBBER has a pouch contain- Bolgroth! He casts a second spell, and your mind
ing 25 gold pieces, and you put these in your becomes blank. You can remember nothing – not
backpack before continuing warily North. Turn to where you are, even your own name. The Dwarf
242. leads you out into the darkened streets and sends you
on your way, doomed to roam the streets of Meldoin
210 forever . . . unless you should perhaps come across
As you approach, one of the armoured figures comes an adventurer . . . You have failed in your quest.
to life! The DEATHKNIGHT moves towards you, a
fearsome broadsword in its hands. If you have a 218
Deathstone, turn to 157. Otherwise, turn to 257. You have come so far, and achieved so much . . . but
without the keys to Chaladon’s lair, you can do
211 nothing. The Dwarf comes back out of the door from
“Excellent,” he beams, “though a most elementary the North side and sidles towards you.
test. You will need to be rather cleverer if you hope “Clever,” he smiles, “and brave. But not clever or
to defeat Chaladon. Meanwhile, take this.” He gives brave enough.” His hands move swiftly through the
you the jug on his right. “You will find it of use air, and the last thing you see is a huge, suffocating
against the Vortigern,” he tells you. Turn to 270. black cloud enveloping you. Your adventure ends
here.
212
He takes the gold from you with a twisted leer, then 219
One of the suits of armour on the West wall is
points to the door out of his hut, and says, “Leave
moving! As you watch, the DEATHKNIGHT
quickly, Stranger. Go East, then North.” He gives
moves steadily towards you, a figure encased com-
another blackened grin. “Go!” he shouts, “and may pletely in armour. You move quickly into a fighting
you die horribly!” position. If you have a Deathstone, turn to 157.
You get out quickly. Turn to 159. Otherwise, turn to 257.
213
Remembering the old man’s advice, you hurl the jug
of water and wine at the VORTIGERN, and watch
in amazement as its scales seem to melt. It is now ar-
mourless, but still moves to attack you. Turn to 99.

214
You walk past the alleyway on your right and
continue East. Turn to 241.

215
Continuing East, you quite soon come to a junction.
The road runs North-South, and since the way
South must soon lead back to the main gate, you go
North. Turn to 86.

31
220 225
The tunnel continues North and then makes a sharp You sit down with them, and, after watching you
right-turn. You can hear a hissing noise, and carefully for a few moments, one of them gives you
cautiously draw your sword. As you crouch, waiting, some stones, and throws one of his own into the jar.
a SERPENT rears up out of the gloom at you. You You realise it must be some kind of game, and throw
are immediately engaged in battle. one of your own in, then the third one throws in a
Dexterity Strength stone.
SERPENT: 9 8 He takes all three out, looks at them, and then says
If you win, turn to 49. to you, grudgingly, “Good throw.” It seems you

221 have won, although you have no idea what the rules
Warily, you walk through a stone archway and into are. From a pile of jewels at his side he hands you a
the forge. By the light from the forges, which makes beautiful sapphire. Will you now:
everything blood-red, you see two BOLGROTHS Play again? Turn to 136
asleep on the floor. They have taken off their armour Leave and continue North? Turn to 118
for their snooze. You guess that they are supposed to
be guards. Will you: 226
Attack them at once? Turn to 154 Your terror recedes, and you feel suddenly calm.
Try to creep past? Turn to 247 The spirit of Tylwyth Teg is with you. You face
222 Chaladon for the final battle. His dragon-skin
The sword becomes heavier as you hold it, draining armour means that for the first four rounds of
your energy. You find it is difficult to release. Lose 4 fighting, each blow to him will cost him only one
Strength points, and if you are still alive, will you: strength point. Thereafter, each blow you strike will
Try on a suit of armour? Turn to 140 cause the normal two points. Each blow to you will
Walk back out of the cost you two strength points, as normal.
forge, and continue your Dexterity Strength
journey North? Turn to 96 CHALADON: 12 16
If you win, turn to 151.
223
The chest is filled with gold and jewels. You count 227
out a hundred gold pieces, and put them into your You are in a very large room. The floor is stone-
backpack, and then grab a handful of diamonds and flagged, and the room is empty except for a huge
rubies as well. Feeling pleased, you walk back out of bronze chest ahead of you, and some suits of armour
the forge and head North. Turn to 96. against the West wall. There is a door directly ahead
224 of you, beyond the bronze chest, and doors also in
After a short distance, the road splits. South seems to the East and West walls. Will you:
be wasteland, and so you take the road North. You Investigate the suits of armour? Turn to 210
follow this road, past dark and ruined housing, until Investigate the bronze chest? Turn to 76
you reach a junction. Will you now go:
West? Turn to 138
East? Turn to 43

32
228
“Have you indeed?” sneers the Dwarf. “You may be a
great warrior, but that alone is not enough. Let’s
see how much of a sorcerer you are. Magic requires
great intelligence and resourcefulness. You have two
books of spells. Would you care to cast one?”
If you will take one of the books from your
backpack and try casting a spell, turn to 167. If you
would rather not risk this, but stand your ground and
refuse, turn to 40.

229
She wishes you well, and turns away – and she and
her fearsome pet slowly vanish in the mist. You
shake your head in wonder, but feel greatly re- 234
freshed. Gain 3 Strength points as you cross back The metal door groans, creaks, and falls away from
over the footbridge, and turn to 84. you, crashing to the ground. You are a little
surprised at your own strength, but go through the
230 doorway. You realise you must be in the main
The way East is still more of a narrow alleyway than
armoury. Suits of armour hang from the walls, a fine
a street, and all is dark and silent. But quite soon, you
see that a light is burning in a house to your left. Will sword is mounted on the wall opposite you, and
you: there is a silver chest in the corner. Will you:
Enter? Turn to 268 Try on a suit of armour? Turn to 150
Continue East? Turn to 183 Take the sword? Turn to 162
Investigate the chest? Turn to 248
231
On your left is a tree, in and through which a bird
dives and swoops, singing. Although all is dark, the
tree seems to give off its own radiance – a soft golden
glow. Will you:
Continue North? Turn to 141
Sit below the tree to rest? Turn to 61

232
The tunnel ends in a small, dark cave, dripping with
white slime. The floor is covered in the same slime,
and by piles of old bones. You wonder what creature 235
lived – or lives – there. Quickly, you turn back The road continues North for quite some time, and
South. At the end of the Southern passageway, you the housing becomes a collection of ruined huts and
hear a noise, and wait for a moment. Turn to 116. shacks. There are cries and shrieks in the night and
you press on with your sword drawn. A strange
233
sound on your left alerts you to danger, and in the
The DEATHKNIGHT lies before you, a crumpled
pile of twisted steel. A pool of brownish-green blood moonlight you can make out a huge figure, clad in
begins to form beneath it, oozing from every joint of wolf-skins, gnawing on what looks like a human
its armour. You turn away from the wreckage, bone! The GIANT sees you, grabs his club and leaps
feeling sick; if you have not yet investigated the to the attack.
bronze chest, you may now do so: turn to 38. If you Dexterity Strength
have already searched the chest, you must decide GIANT: 9 12
which door to try. Will you take the door on the: If you win, turn to 69.
East? Turn to 244
West? Turn to 145
North? Turn to 28 236
You charge the door, but it does not move. Your
sword has no effect on it. From behind you, there is
the sound of marching, and you turn, your back to
the door, to face not one but ten PALACE
GUARDS in full armour. They close in on you
wielding swords, pikes and battleaxes. Trapped in
the narrow corridor, you grip your sword and leap at
them. Your quest is over, but you have died bravely.

33
34
237
Your strength almost fails you, and you feel yourself
about to pass out. Lose 2 Dexterity and 3 Strength
points. Trying to shake off your weakness, you close
in combat with Chaladon. His fine armour means
that for the first four rounds of fighting, Chaladon
will lose only one Strength point for each hit you
score. Thereafter, each blow from you will cause the 241
normal two points of damage. Each blow from You walk past the dark and decaying houses until
Chaladon in this battle will cost you two Strength you reach a junction. South must eventually lead
points, as normal. Now you must fight to the death: back to the main gate, and so you go North. Turn to
Dexterity Strength 111.
CHALADON: 12 16
If you win, turn to 151. 242
The road continues North for a short time, until you
238 come to a junction. Will you:
You try on the necklace, but it is cursed, and you feel Take the new way East? Turn to 98
yourself choking. Gasping desperately for air as it Continue North? Turn to 31
tightens round your throat, you struggle to remove it,
finally tearing it from your neck just before you 243
lose consciousness. As you rush at the strange creatures, they run,
You stand for a few moments recovering your shrieking, into the night. You look around. Beside
breath, but feel badly shaken. Lose 3 Strength points the jar of pebbles you see, glittering in the candle-
and turn to 56. light, a small pile of jewels. You examine them more
closely. There are two sapphires, a diamond and two
239 rubies. You wonder if perhaps they were playing
“You are not thinking very clearly,” says the old some kind of game, with the jewels as the stakes.
man. “I wish you well, but fear for your future.” You take the jewels, but can see nothing else that in-
Feeling rather depressed, you leave and walk North terests you; you feel uneasy as you turn to leave, as
again. Turn to 270. though you were being watched.
As you reach the door, two stones suddenly
240 whistle through the air and strike you on the back of
Very carefully, you push the wooden door, and it the head. Lose 5 Strength points, and if you are still
swings easily open. The room is lit by guttering alive, you find yourself back in the street. All is silent
candles, and a small cauldron of evil-smelling fluid and dark, and you go North. Turn to 118.
is bubbling in the centre of the room. There are
several chests, most of which are locked, but the lid 244
of one is open. There are huge, dusty books scattered The room is cold and chilly. A marble table stands at
over the floor. You begin moving towards the open its centre, on which lies a thick book. You approach
chest, but a movement behind you causes you to carefully, and see that it is open, as though someone
swing suddenly round. You are facing a small, had been reading it. You close the book, and read on
powerfully-built man. His clothes are ragged, and he the cover, “Spells of Chaladon”. You put the book in
is completely bald. He grins at you, revealing a your backpack and return to the stone-flagged room.
mouthful of blackened, rotten teeth. “I,” he an- Turn to 55.
nounces, “am Miletus, chief Wizard to Chaladon.”
Will you: 245
Try talking to him? Turn to 83 As you open the cupboard door, it crumbles away in
Offer him jewels (if you have any)? Turn to 127 your hand. Inside, the shelves are covered with dust
Draw your sword for a fight? Turn to 267 and cobwebs. You see what appears to be a fishing-
Offer him gold? Turn to 192 net at the back of the cupboard. You may take this
with you if you wish. Will you now:
Open the wooden chest? Turn to 124
Leave by the front door and
continue your journey West? Turn to 50

35
246
A beautiful elfin girl appears out of the mist and
stands a few feet away from you. She is dressed
entirely in a close-fitting suit of green, which
shimmers in the hazy light. At her side, a fearsome
creature lies quietly, gazing balefully at you.
Its huge head is crowned by three sabre-like
horns, and its feet have the talons of an eagle. Its
body is protected by thick scales, and its back is
ridged with needle-sharp spines. You can see an
armoured tail moving in the mist, as it slowly opens
its jaws. Around its neck is a thin chain, from which
hangs a gleaming pearl. Will you:
Draw your sword to attack? Turn to 115
Offer her something from your
backpack? Turn to 173
Talk to her? Turn to 20

247
Watching the sleeping BOLGROTHS, you fail to
notice a pile of sheet metal, and stumble into it. The
noise wakens them both, and they immediately leap
to their feet. One grabs an axe, and you confront him
with your sword. The second BOLGROTH search-
es for a weapon as you fight the first, and finally turns
on you with a short dagger. You fight them one at a
time.
Dexterity Strength
First BOLGROTH: 6 8
Second BOLGROTH: 7 8
If you kill them both, turn to 207.

248
The lid opens immediately, and you see a treasure-
trove of jewels and gold. You put a hundred gold
pieces into your backpack, and then add some
diamonds and rubies as well. Will you now:
Take the sword? Turn to 222
Try on a suit of armour? Turn to 78

249
Turn to 217.

250
You hurl yourself at the door, but as you reach it, an
invisible power lifts you high into the air. For a few
seconds, you hang motionless, with the city of
Meldoin spread out far below you.
But then the force holding you is released, and
you plummet hundreds of feet to your death below.
As your dying breath leaves your body, you seem to
hear Chaladon’s evil laugh. You have failed in your
quest.

251
The sword is a BOLGROTH weapon, and is cursed.
It is immensely heavy, and you cannot seem to
release it. Lose 4 Strength points, and if you are still
alive, you finally manage to drop the cursed sword,
and drag yourself back out into the street. Turn to 96.

36
257
The DEATHKNIGHT moves steadily towards you,
and you find yourself wondering what creature from
beyond the grave might inhabit the armour. He
swings his great broadsword, and as you leap back, it
whistles over your head. You draw your sword, ready
for the fight. Because of the DEATHKNIGHT’s
252 fine armour, each blow you strike against him for the
You carry on without further incident and reach a first three rounds of fighting will cause only one
junction. The road goes North-South, and, since the Strength point of damage to him. After that, each
way South must eventually lead back to the main blow of yours will cause two points of damage. Each
gate, you take the road North. Turn to 235. blow from the DEATHKNIGHT to you will cause
the normal two points of damage.
253 Dexterity Strength
Ahead of you, there is an orange glow, and as you DEATHKNIGHT: 9 14
move forward, you can see the cause: you are faced If you defeat the DEATHKNIGHT, turn to 233.
by a barricade of metal spikes and sharpened wooden 258
stakes, burning in the night. As you consider how to He takes the ring from you, marvelling at its beauty.
avoid this obstacle, you sense movement: five filthy, “You must be a great warrior,” he says with
ragged, and villainous-looking men surround you. grudging admiration. “What brings you here?”
Four of them have crossbows aimed at your heart. Cautiously, you explain that, were Chaladon no
Their Chief approaches. “A Mandrake Root,” he longer to be in power, another sorcerer might take
demands, “or turn back now.” his place. “For surely,” you add, “a sorcerer must
With no Mandrake Root to offer, and no chance of rule Meldoin: no simple warrior could hold the city.
winning a battle against such odds, you reluctantly You must direct me out of here, Miletus, and I shall
back away, keeping a wary eye on the bowmen, and kill Chaladon. Then perhaps you may rule
take the first road North. Turn to 203. Meldoin.”
You watch as Miletus considers this prospect.
254 After what seems to be a very long time, he says, “I
You are at another junction. Will you: accept your proposal, Stranger. You shall be one of
Take the road South? Turn to 13 my High Courtiers, when I hold sway over Meldoin.
Continue West? Turn to 138 But wait – you will need this.” He gives you a silver
key, adding that this key alone will not be enough to
255 take you through the perils that lie ahead before
Taking much more care now, and with your sword at facing Chaladon.
the ready, you walk West along the deserted street. As you pocket the key, Miletus adds: “Leave here.
Soon it turns North, and as you move cautiously Follow the tunnel East, then North. You will then
along, you see a movement ahead. A figure is be on the road to Chaladon’s palace.” Slowly, you
moving from the shadows, and you advance warily back away and open the door. You move quickly out
of the hut and back into the underground tunnel.
towards him. Turn to 81.
Turn to 159.
256
You fit the two keys into the locks and turn them.
The door opens and you walk into a huge dark room.
As your eyes adjust to what little light there is, you
see that every fitting is of solid gold, and beautiful
tapestries hang from the walls. You move forward,
and as you do so, a chilling voice from behind you 259
bellows: “Halt, Stranger.” You place the ring on your finger and feel greatly
You turn to see Chaladon himself. He stands a strengthened. Gain 2 Strength points and 1 Courage
good ten feet tall, dressed in dragon-skins, and he is point. You thank the men and leave. Turn to 183.
stropping the blade of a vicious-looking sword on his 260
left arm. He comes towards you, his face glistening Moving West back along the tunnel, you see a
and teeth shining, slicing his great sword through passage on your right, but the entrance is sealed off
the air. by a portcullis, and so you continue.
“It is a long while,” he booms, “since I have been You soon arrive back at the first junction, and
in battle. I look forward to this. I shall not kill you consider again the passage South. If you wish to
quickly – no blow to the heart. I shall enjoy hacking explore the tunnel South, turn to 114. If you would
you to death and listening to your screams.” You are rather go North, back to the well, turn to 101.
terrified, but draw your sword to face him. Roll two
dice. If the total is less than or equal to your Courage 261
score, turn to 226. If greater, turn to 237. Turn to 160.

37
262 268
After a few minutes, the tunnel takes a turning to the You enter the house. Three men sit at a wooden
left. You walk on, and soon the passage turns East, table, staring vacantly into space. You call to them
and on your left is a stone hut. You walk to the door but get no response. Will you:
of the hut, and see that engraved in the door is the Offer them a portion of your magic
name, “Miletus” in gothic script. Will you: herbs (if you have any left)? Turn to 126
Try the door? Turn to 240 Attack them? Turn to 169
Continue East? Turn to 159 Leave and continue? Turn to 133
263
Continuing North, you arrive at another junction. 269
Will you go: The road is little more than an alleyway, silent and
East? Turn to 230 dark. But soon you see that a light is burning in a
West? Turn to 224 house on your right. Will you:
Enter? Turn to 268
264 Continue West? Turn to 161
Angrily, you step around the nail-studded log and
walk to the junction. South will eventually lead back
270
to the main gate, so you head North, past an alley on
In the main street, you continue North. The houses
your left. You stop – from somewhere, you seem to
are shuttered and dark, but there is enough moon-
hear, faintly, the sound of singing. Turn to 231.
light to enable you to see our way. Quite soon, you
265 come to a junction. Directly opposite you is a stone
Your sword slices easily through the ropes, and the statue, ten feet high, of what seems to be a huge scaly
man slumps to the ground. As you approach him, he lizard. Two long fangs protrude from its gaping
shrieks with terror and lands a two-fisted blow in mouth, and its tail has a vicious barb. There is a
your face. Lose 1 Strength point. plaque beneath the statue which reads, “Vortigern,
Taken aback, you watch as he runs, shouting, past the terror of Tylwyth Teg”.
you, out of the forge and into the night. Ruefully You move cautiously into the street, looking to
rubbing your chin, but believing that you did the you left and right, trying to decide which way to go
best thing, you move back into the main room to next. Turn to 2.
continue exploring. Turn to 185.
271
266 You are moving West in what seems to be the main
The cupboard door crumbles away as you open it. road. Still there is no sign of life, all is eerily dark and
Inside, it is thick with dust and cobwebs. There is silent. You continue walking, but are suddenly
little of interest there, apart from what appears to be alerted by a low growling from your left. As you try to
a fishing-net, and you may take this with you if you make out what is causing it, a WOLF leaps at you.
wish. Will you now: You have your sword at the ready, and the battle
Leave and continue East? Turn to 187 begins.
Try to open the chest? Turn to 182 Dexterity Strength
267 WOLF: 9 8
You face him, your sword drawn, but he makes no If you survive, turn to 180.
move. You plunge your sword deep into his chest,
aiming at the heart. There is the sound of splintering 272
bone, and the tip of your sword protrudes through The door flies open as you touch the handle, and you
Miletus’ back. But, as you stand there, the sword are in a room with the stench of decay everywhere.
becomes hazy, evaporates, and you are left weapon- Piles of bones litter the floor, and even as you gaze at
less. Miletus seems quite unharmed. He faces you: these, you realise that something is moving! From
“Foolish adventurer,” he snarls, “so you sought to the floor, a deathly figure takes shape and ap-
defeat Magic by sheer force!” He gives a great laugh, proaches you. Its skin hangs loosely from its bones,
and, casting his hands towards you, mutters some and in its skull-like face two yellow eyes burn
words you cannot hear. fiercely.
You try to move, but you cannot. It is as though The terrible creature makes a grab for you, and
you are encased in glass. you are momentarily rooted to the spot in terror. At
“This,” grins Miletus, “is my coffin of crystal. the last moment, your senses return, and you dodge
Soon, but not too soon, you will have used up all the out of the way, drawing your sword and circling the
air, and I shall lay your corpse in the Catacombs of creature, your feet stumbling amidst the piles of
The Dead below. It will take nearly an hour before bones at your feet. You attack the RATTLEBONE.
you have no air left, and slowly suffocate. I shall Dexterity Strength
enjoy watching your death agony.” Your adventure RATTLEBONE: 10 12
ends here. If you are still alive, turn to 46.
38
39
273 Bolgroths, but it is hardly necessary. Already Chala-
You raise your shield against the arrow, but just too don’s army is routed, streaming out through the
late! It hits you in the chest, but your light armour main city gates. A great cheer comes up from the
gives you some protection. Lose only 1 Strength town, and all the townspeople begin calling your
point. Angrily, you wrench the arrow out, and name.
prepare for battle. But whoever fired the arrow As the people crowd round the palace, you go out
obviously has decided that you are too tough to try to to see again the fugitives you first met in the tavern
rob, and all is quiet. You continue North, warily, and outside Meldoin. In the crowd, you can also see the
soon the road turns East. Turn to 60. mysterious figure of Tylwyth Teg, smiling at you.
Then the people joyfully reclaim their belongings,
stolen from them by Chaladon, and point out that
274 there are still jewels of every description, and a great
The road South soon deteriorates into a poor track, chest bulging with gold pieces remaining in the
amidst devastated wasteland. You lose your footing palace. This is Chaladon’s loot from other cam-
and fall badly into a crater – lose 3 Strength points. If paigns, and is now yours by right. You will be rich
you are still alive, you climb wearily out of the crater, beyond your dreams!
and go back North, before taking the road East. Turn You decide that you will stay a few days, to rest
to 199. and to celebrate with the townsfolk. Then you will
be off – in search of new adventures!
275
As you watch, the lights begin coming on all over the PROTEUS was an ancient Greek God who
city. First a few, then many, and then the whole could change his form to avoid foretelling the
town is lit. You can hear people shouting and future, so you can see our scope for adventures is
laughing, and then a new sound – the refugees, endless.
waiting for the Curse to be lifted, have seen what is If you have any comments on the magazine,
happening, and have charged into the city. There is ideas for adventures or drawings, please write to
a great battle beginning, as the townspeople use Proteus, Westover House, West Quay Road,
Poole, Dorset BH15 1JG. Tel. 0202 671191. We
chairs, stones, even their fists against Chaladon’s hope to include some readers’ letters in our next
mutant army. issue.
You cast more spells, against Dwarfs, Giants and

40

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