The Warlock of Firetop Mountain by Ian Livingstone and Steve Jackson

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106

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The passageway ahead runs northwards for some time.

You may rest along the passage to eat Provisions.

It then bends to the west and begins to get quite narrow.

You reach a small rocky arch which you will have to stoop to get through.

On the other side of the arch you pause and look around.

You are in a large cavern which disappears into distant blackness.

The cavern is partially lit by natural light which streams in through a hole in the roof.

You cannot see a way through.

As you shine your lantern around the cavern, you hear a rumble.

A dull glow flickers in the blackness.

Suddenly, a jet of fire shoots from the depths of the cavern, narrowly missing you and singeing the mossy growths on the wall!

You throw yourself on to the ground and look up to see a large DRAGON stalking out of the darkness towards you.

Smoke curls from its nostrils.

Its scaly red skin glistens with an oily covering.

The beast is some fifteen metres long!

How will you attack the creature?

Draw your sword and prepare to attack?Click here [152]
Search your memory for another means of attack?Click here [126]
 
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107

You tiptoe through the room, up a narrow staircase, ending up at the top of the stairs in a passage.

'That was easy,' you think, and you begin to have second thoughts about whether it would have been worthwhile to search the bodies.

If you want to return and search the bodies, starting with the third [148].

If you want to press on [197].
 
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108

The moment your foot touches a hand tile, you feel a vice-like grip on your ankle and look down to see a ghostly white hand gripping your leg.

You fight for your balance and manage to regain it.

But to your horror you see that, from every hand-shaped tile in the floor, a similar apparition has appeared, and the floor across to the door is now scattered with ghoulish hands, flexing and snatching in the air.

You draw your sword and chop at the hand.

Resolve this battle':

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HAND - SKILL 6 STAMINA 4

If you win [185].
 
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109

The liquid is smooth and watery and, as you drink it, you begin to glow.

You feel euphoric and a little drunk at the same time.

Your confidence grows and your weariness disappears.

The bottle contains HOLY WATER, blessed by the Over-priest of Kaynlesh-Ma.

It has restored your stamina almost to full strength.

Increase your stamina to 2 points below your Initial stamina (if your stamina was already higher than this, leave it as it is-you are strong enough!).

Add points to your current skill to take the total to 1 point under your Initial skill.

You may add 4 luck points for making such a lucky find.

If you have already looked at the parchment, you may leave the room northwards (120).

If you have not, you may look at it (212) or you may forget about it and go northwards anyway.
 
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110

You are now 8 Gold Pieces richer.

You also find another 2 Gold Pieces in his boot, hidden there for safety.

Record the Gold on your Adventure Sheet.

Click here [319].
 
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112

You see nothing in the room likely to help you in your battle.

Will you:

Draw your sword, grit your teeth and advance?Click here [142]
Search your rucksack for a weapon to use?Click here [105]
 
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115

The poor wretches lying dead at your feet almost look happy to be relieved of the burden of life.

But as you look down at them, you sense that you are not the only one to know of their deaths.

Looking around the room, you may:

Investigate the weapons lying aroundClick here [95]
Go over to the dead body in the north-east cornerClick here [313]
Check the barrelsClick here [330]
 
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116

The two drunken ORCS you now face are obviously startled at your entrance and, as quickly as they are able, they fumble around for the weapons.

You must attack each one in turn.

Their drunkenness allows you to add 1 point to your dice roll when rolling to work out your Attack Strength, during each Attack Round.

SKILLSTAMINA
First ORC54
Second ORC55

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If you win the battle, Click here [378].

If you wish to Escape during the battle, you may do so by Clicking here [42].
 
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118

As you approach he rises from his coffin, spreads his cloak and takes you under it.

Your last living memory is a flash of pain as his sharp teeth sink into your neck.

You should never have let yourself get into eye-contact with a VAMPIRE!
 
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119

You open your pack and reach inside for something suitable to throw across the cavern.

Check your Equipment List, choose one item to throw and cross it off your List.

If you have no Equipment you will have to throw a Gold Piece.

You throw the object across the cavern, where it lands with a clatter.

The Ogre looks towards the noise, and goes over to investigate.

Meanwhile you creep out, down the passage and back to the junction [269].
 
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120

You leave the chamber, walk down a short passage and reach a staircase going up.

You climb the stairs and arrive at the top in a passageway.

Click here [197].
 
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121

The corridor goes east for several metres, then south, then east again, where it finally ends.

Will you investigate the dead end (103) or return to the crossroads (359)?
 
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122

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You awake with a throbbing head and look around.

The room is about eight metres square, with doors to the north and south.

You have been dumped in the south-west corner.

Standing motionless in the centre of the room are four men.

At least, they appear to be men.

Their skin is a green-grey colour.

Their clothes are tattered and torn - and they are all staring vacantly at the ceiling.

One carries a club, one a scythe, one an axe and one a pick.

They are ignoring you completely.

Around the room are various peasant-style weapons (pitchforks, axe-handles, pointed sticks, etc.), one or two shields, and several barrels.

In the north-east corner is a human corpse with a sword in one hand and a shield in the other.

You move your hand up to your head to feel for signs of blood and you are relieved to find you are not bleeding.

But as your hand moves, the strange creatures in the centre of the room turn their eyes down towards you.

Do you:

Try to talk to them?Click here [268]
Jump to your feet and charge them with your sword?Click here [282]
Scramble for an exit through the south door?Click here [13]
 
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123

Will they believe your story about buying a boat?

Skeletons are pretty simple-minded, so roll one die.

A 1, 2 or 3 means they believe you, and they all go running through the door in the north wall, leaving you alone in the Boat House.

Add 2 luck points and Click here [184].

A 4 or 5 means they're not sure.

They send two of their members through the north door whilst the other three watch you with their makeshift weapons.

Click here [164].

A roll of 6 means they definitely don't believe you and keep on advancing.

Click here [140].
 
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124

The door opens into a wide passageway and you follow this for some distance before reaching a junction.

Here you may either go northwards [138) or turn to the east (76).
 
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125

You pick up the rope.

It looks normal.

In fact it looks as if it might be quite useful.

You open your pack to put it in.

Suddenly, it comes alive in your fingers, snakes quickly up your arm and attempts to wrap itself around your neck.

You struggle to cut the rope with your sword before its grip tightens.

Test your Luck.

If you are Lucky, you cut the rope and it drops to the ground.

If you are not, the rope tightens-lose 1 stamina point.

You must Test your Luck again to try to cut the rope, and keep trying until you do.

Each time you fail, you lose another stamina point (and reduce your luck score).

If you finally defeat the rope, you may leave through the north door [73].
 
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127

He doesn't take at all kindly to your threats.

As you argue and his anger builds, you notice a transformation taking place.

He begins to straighten up and grows physically stronger in front of your very eyes.

His face and arms grow hairy.

His teeth become sharp and pointed.

You must make a quick decision.

Will you offer him 5 Gold Pieces to calm him down (deduct this from your Gold and Click here (272), or prepare to attack him (188)?
 
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128

You hear a deep rumbling noise and the ground begins to shudder.

Slowly and noisily the portcullis rises into the ceiling.

You may now walk to the junction.

Will you turn west (210) or east (58)?
 
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130

The old man asks you your stake.

You may bet between 1 and 20 Gold Pieces (but not more than you possess!).

He tosses the white dice he has been playing with to you and asks you to roll.

Roll two dice once for yourself and once for the old man.

If your total is higher, you win the amount of your stake from the old man.

If his total is higher, you lose your stake.

You may continue for as long as you have Gold Pieces.

Add 2 points to your skill, stamina and luck scores if you win.

When you have finished, leave through the door and return to the junction [280].
 
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131

You chat about various things and they seem eager to be friendly.

They feel lonely in the dungeon with so much evil about and are happy to speak to visitors of a lawful disposition.

They tell you that you are in The Maze of Zagor.

The only way out is to go deeper into the dungeon.

They tell you that the way through the maze is to leave the room, turn right, right, left, keep going straight ... and then they begin to get a bit vague.

They're not entirely sure it is correct.

You may, if you wish, eat a meal from your Provisions, but you will have to share it with them and thus will only gain half the normal stamina points.

Eventually you thank them and leave the room [291].

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133

You are in a north-south corridor which ends in a dead end.

You look around the rock face for signs of anything interesting, when suddenly a rock breaks loose above you and lands on your head.

Although the blow was not particularly hard, you find you are feeling dizzy.

You fight to remain conscious, but are unable to do so.

You slump to the ground.

When you open your eyes, you are at a junction [52].
 
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134

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The room is unoccupied and there seems to be no other means of exit.

In the centre of the floor stands a table, and on this table are two helmets; one of bronze and one of iron.

Both are about your size.

Will you try one on, or is this worth the risk?

Try on the bronze helmetClick here [202]
Try on the iron helmetClick here [325]
Return to the junctionClick here [87]
 
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135

The Wight lies in a heap in the corner of the room.

You approach his desk and open the box.

There are 18 Gold Pieces within the box.

You may take these with you - enter them on your Adventure Sheet.

You can add 2 luck points for defeating the creature and may rest a while to take some Provisions.

When you are ready, you may leave by the north door [360].
 
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136

You arrive at the door, struggle with the lock and open the door.

You burst out, closing the door behind you and take several deep breaths.

Return to the junction (229).
 
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137

You find no secret passages, but as you press the wall, you hear a click.

You feel dizzy and slump to the ground.

When you come to, you do not recognize your surroundings.

Click here [354].
 
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138

The passage widens and you realize you are about to enter a large cavern.

You can hear noises coming from the cavern ahead and you proceed cautiously.

As you approach, you can make out a large figure in the distance and you are overawed as you realize that this oversized human must be at least three metres tall!

Dressed in a leather tunic, the creature is absorbed in a meal he is eating at a table.

The cavern is at least a hundred metres across and must be the home of this GIANT.

A large table and two chairs are along one of the walls, and it is here that the creature sits.

Intent on his meal (a large pig), he is unlikely to notice you.

Around the rest of the cavern you can see his straw mattress, a great furry pelt which may be his blanket or a shawl, and a huge stone-headed hammer, which you would have no hope of budging.

A fire burns in one corner of the cavern, under a hole in the ceiling.

There appears to be no other way through the cavern.

Will you take on this brute (163) or return to the junction (351)?
 
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139

During your adventure, you will have come across various keys and should have collected some of these.

You may now use three of these keys to try to open the locks on the chest.

Each key is identified with a number.

To determine whether you have the right keys, add their three numbers together.

Now turn to the section which has the same number as this total, where you will discover whether you have used the correct keys.

If you do not have three numbered keys, this is the end of your journey.

You sit on the chest and weep as you realize that you will have to explore the mountain once more in order to find the keys.
 
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140

The Skeletons advance and force you back to the door.

The leader approaches, with two behind, and the final two behind them.

Resolve the battle by first fighting the leader:

SKELETON Leader - SKILL 7 STAMINA 5

and then fighting the pairs.

Both members of a pair will have a separate attack on you in each Attack Round, but you must choose which of the two you will fight.

Attack your chosen Skeleton as a normal battle.

Against the other you will throw for your Attack Strength in the normal way, but you will not wound it if your Attack Strength is the greater, you must just count this as though you have defended against its blow.

Of course if its Attack Strength is greater, it has wounded you in the normal way.

SKILLSTAMINA
1st Pair:SKELETON A
SKELETON B
6
6
5
6
2nd Pair:SKELETON A
SKELETON B
5
5
6
5


If you win [395].
 
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141

When the old man learns of your quest for treasure he becomes angry and bids you begone - he'll have nothing to do with fortune-hunters.

His dog senses his anger and snarls menacingly.

You may either smile, thank him and exit through the south door (66) or you may stay to try to pacify him (111).
 
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142

His booming voice calls out, 'Poor fool, do you think you could match my power with your puny weapon?'

You continue with determination.

'If it is a simple brawl you want, stranger, then I shall give you your last!' and with these words, he vanishes and reappears behind you.

You swing round to face him and the fight starts.

But this is a battle to the death.

There is no escaping here.

WARLOCK - SKILL 11 STAMINA l8

If you win [396].
 
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143

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You squat on the sandy bank.

As you prepare your meal you notice a movement in the sand a couple of metres to your left.

The movement becomes quite turbulent and you spring to your feet, sword at the ready.

Suddenly a large tubular head breaks through the surface, twists around in the air and picks up your scent.

The smooth, segmented body of a GIANT SANDWORM rears up and sways over in your direction.

As it does so, a large orifice, with short, spiky teeth, opens in what must be its head.

You must do battle with this creature.

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GIANT SANDWORM - SKILL 7 STAMINA 7

If you win [44].

If you want to Escape, after three Attack Rounds, you may dive into the river and swim downstream (399), but you have lost the Provisions you started to eat.
 
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