The Warlock of Firetop Mountain by Ian Livingstone and Steve Jackson

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The Ghoul dances with glee around your body, lays it next to the others on the ground, turns you over and sinks its teeth into your rump.

It is not often it gets fresh meat to feed on.

Your adventure is over.
 
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The two GOBLIN torturers look at each other amazed, then look at you.

They chatter to themselves and then indicate for you to wait while they go off and get another Dwarf to give them some more fun.

They disappear out of the room and you cut down the Dwarf who is, as you guessed, quite dead.

You decide it best to leave and press on northwards up the corridor [303].
 
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Some way along the passage, the corridor bends round to the north and you follow it until you reach another junction.

At this junction you see an arrow cut into the rock, pointing to the north, and you decide to try this direction [244].
 
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There is a right-hand turn to the north in the passage.

Cautiously you approach a sentry post on the corner and, as you look in, you can see a strange Goblin-like creature in leather armour asleep at his post.

You try to tiptoe past him.

Test your Luck.

If you are Lucky, he does not wake up and remains snoring loudly [301].

If you are Unlucky, you step with a crunch on some loose ground and his eyes flick open [248].
 
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You now have a fresh set of armour, equivalent to your own.

Decide which of the two you wish to keep, throw the other away, and Click here [319].
 
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The passage ahead leads you northwards.

The rocky floor becomes sandy until eventually you are walking on a sort of coarse sand.

You notice the passage is widening and ahead you can hear a flowing river.

You continue until you find yourself in a large cavern through which a river flows.

Click here [218].
 
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You sit back and rest from the exhausting battle.

You may eat Provisions here.

You prise the jewel from the still statue.

It is heavy in your hand and is worth 50 Gold Pieces.

You put it in your pack.

As you explore the room and the statue, you notice that one of its breastplate sections is loose.

When you open this, a small key is inside.

You examine this and notice the number 112 on it.

Add 3 luck points - you have a valuable artefact here.

With a smile you put the jewel and the key in your pack and set off back to the junction [93].
 
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Several metres up the passageway you arrive at a junction where you may turn either west or east.

Set in the rock on the north wall is a small recess where you may rest and eat Provisions without being seen.

If you wish to take Provisions here, do so.

Afterwards you may set off either eastwards (345) or westwards (18).
 
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The passage ends at a solid wooden door with metal hinges.

Listening at the door, you hear strange mutterings and the clatter of what could be pots and pans.

Whatever is in there, there are several of them.

Do you want to go through the door (159) or turn back (237)?
 
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The key fits the lock and opens the door.

You find yourself in a large boathouse.

Various boats, in different stages of construction, are lying around.

Apart from the door behind you, there is another in the north wall.

As you enter, the Skeletons stop their work and crane their bony necks around to look at you.

They pick up planks of wood and hammers and advance towards you.

There are five of them.

Do you:

Smile nervously and back out of the door into the passage?Click here [129]
Tell them you've come about buying a boat?Click here [123]
Tell them you're their new boss and order them back to work?Click here [195]
Draw your sword and prepare for battle?Click here [140]
 
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The door opens to reveal a small, smelly room.

In the centre of the room is a rickety wooden table on which stands a lit candle.

Underneath the table is a small wooden box.

Asleep on a straw mattress in the far corner of the room is a short, stocky creature with an ugly, warty face; the same sort of creature that you found asleep at the sentry post.

He must be the guard for the night watch.

You may either return to the corridor and press on northwards (turn to 208) or creep into the room and try to take the box without waking the creature.

If you want to try to steal the box, Test your Luck.

If you are Lucky, he does not wake up - Click here [147].

If you are Unlucky, Click here [33].
 
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The door opens into a small room, comfortably furnished with a table, several chairs and a large bookcase which covers one wall.

Seated at the table is an old man with a long grey beard, and squatting on the old man's shoulder is a small winged beast.

This creature is no more than six centimetres tall.

It has two arms and legs; its skin is a dusty grey colour.

It has tiny sharp white teeth and its wings are folded behind its back.

The old man says nothing as you walk in through the door, but he beckons you over to sit down at the table.

He is tossing in his hand two small white objects.

Will you:

Sit down as he tells you?Click here [204]
Leave the room and return junction?Click here [280]
Draw your sword and rush forward?Click here [377]
 
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A huge jaw yawns open in front of you.

By the size of it, the CROCODILE you are swimming towards must be at least three metres long.

The beast slaps its tail in the water and glides towards you.

You must fight two Attack Rounds.

CROCODILE - SKILL 7 STAMINA 6

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Your combined thrashings attract a 'turbulence' in the water that you had noticed before and this now makes its way towards your part of the river.

Out of the corner of your eye you notice this and must decide what to do.

If you believe that the Crocodile is on its last legs and you wish to continue the battle, then do so.

If you win [259].

Otherwise you can keep the beast occupied in the faint hope that this mysterious visitor will help you in some way.

Have one more Attack Round and then Click here [350].
 
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You enter another small room, bare except for a fountain in the middle.

Not a particularly grand affair, the fountain is a small carved fish, and a short jet of water comes from its mouth.

A wooden sign hangs from the fish and this bears a message.

It is written in Goblin tongue, at which you are not very proficient.

The first word you cannot understand, but the others read:'... not drink'.

But you are extremely thirsty.

Will you drink from the fountain? [216].

Otherwise you can pass it by and leave through a door in the north wall (384).
 
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You open the door into a narrow passage and follow it northwards.

Some metres up the passageway, it turns to the east, then turns to the north.

However, at this second bend, there is a small alcove in the rock.

It seems a convenient hiding place and a large rock forms a comfortable seat.

You may stop here and eat Provisions if you wish.

When you have rested, continue northwards [253].
 
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If you are lucky, your cheating will not be discovered.

Test your Luck.

If you are Lucky, you get away with it.

Roll two dice to see how many Gold Pieces you win.

Mark these on your Adventure Sheet and Click here [131].

If you are Unlucky, the four notice you are dealing from the bottom of the deck.

They pick up axes from behind their chairs and turn on you.

Click here [20].
 
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You find nothing remarkable about the weapons, in fact not a single weapon looks more useful than your sword.

As you search the debris, you hear a deep thumping from the north followed by a scream which sends a shiver down your spine.

You rush to the north door to investigate [205].
 
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The door opens into a short corridor about fifteen metres long.

There are two doors, one at each end.

You now realize what the noise was.

More Skeletons! Four of them, armed with swords, are running down the corridor towards you.

They don't appear to have seen you and you notice a slight recess in the wall which may be a useful hiding place.

You decide to try it [374].

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A voice bids you 'Come in!' and you walk into a small room furnished with a table and chair, shelves, cupboards and the like, all of which have seen better days.

Plates, bowls, cups and hundreds of old books line the shelves.

In the midst of all this clutter, you see a little old man in a grubby white gown swaying to and fro in a rocking chair, still humming happily to himself, his eyes fixed on you, but seeming at peace with the world.

He bids you 'Good day.'

Do you:

Start to make conversation with him?Click here [334]
Draw your sword and charge at him?Click here [247]
Decide not to waste time with him and leave, going northwards?Click here [292]
 
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As you crawl into the room, a voice booms out:

'Welcome, adventurer, I have been expecting you!'

You stop, look around and rise to your feet.

The little old man has changed.

He is not so old and grey any more, and he's of an imposing height.

His eyes are deep and black and they are fixed on you relentlessly.

Click here [358].
 
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The passageway runs eastwards.

Ahead of you, you can see that a solid-looking door blocks the passage.

You step up to investigate [383].
 
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Hesitantly, they agree to let you join in.

As you play and chat, they loosen up and eventually you are all laughing and exchanging stories.

They seem quite harmless.

You may play cards either fairly or you may try to cheat.

If you wish to play fairly [346].

If you wish to cheat [91].
 
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Your lucky throw catches the Vampire unawares and he shrieks in agony as the stake sinks into his heart.

You leap over and thrust it further into his body.

His death cries grow weaker and his lifeless body slumps to the floor.

Click here [327].
 
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The door is not locked and opens.

The room in front of you seems to be a small torture chamber, with various torture devices around the walls.

In the centre of the room, two small, hunchbacked creatures are having their fiendish way with a Dwarf, who is tied to a hook in the ceiling by his wrists.

The two hunchbacks are poking and cutting him viciously with their swords.

The Dwarf lets out a final scream and falls silent, eyes closed.

His captors make disappointed noises and look round angrily at you as if it were your fault that the Dwarf has collapsed.

You must act quickly.

Will you:

Close the door quickly and continue up the corridor?Click here [303]
Draw your sword and try to fight the creatures?Click here [19]
Stride over to the Dwarf, give him a jab with your sword and put on an evil laugh for the torturers?Click here [68]
 
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You feel a stone move and behind it you find a lever.

Will you pull the lever, or leave it and return to the crossroads?

If you dare pull the lever [252].

If you go back to the crossroads, Click here [359].
 
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