The Warlock of Firetop Mountain by Ian Livingstone and Steve Jackson

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224

As your eyes watch the creature's movements, they suddenly make contact with its piercing stare.

You are mesmerized and, as it beckons you towards it, your will disappears [118].
 
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226

You walk a short distance south and find yourself at a crossroads.

Click here [267].

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The door opens and you find yourself in a small, smoke-filled room.

Sitting in the room around a wooden table are four tiny men, each about one metre tall, but all are apparently fully mature, with weathered skin and long, bushy beards.

They are cursing, laughing and joking as they play a card game.

Each one is leaning back on his tiny chair, puffing a long clay pipe.

On the table are a number of copper coins and four mugs of ale.

As you walk in, their merriment stops.

They are on their guard but don't appear to be too dangerous.

One stands up and makes some comment about your lack of manners, not knocking before you came in.

The others nod their agreement.

Do you:

Chat to them and try to befriend them?Click here [131]
Apologize, bow and leave the room?Click here [291]
Offer to join in their card game?Click here [100]
Draw your sword and go for the leader?Click here [20]


If you have already been in this room, you find it empty.

Click here [291].
 
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You find no secret passageways.

You are careful not to make too much noise in case you attract any wandering creatures.

You stop and listen but cannot hear anything.

You return to the crossroads [85].
 
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230

The creature now standing before you is a semi-decayed man.

His quick eyes dart from side to side watching you.

His long tongue flashes out with a hissing noise.

His teeth and nails are sharp and he doesn't seem to be afraid of your weapon.

He is a GHOUL!

GHOUL SKILL 8 STAMINA 7


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He has the ability to paralyse you if he scores four separate wounds on you during this battle, so beware!

If you defeat him, Click here [390].

If he kills or paralyses you, Click here [64].
 
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232

Almost exhausted after your awkward fight with the Spider, you set to work on hacking the boots off with your sword.

Eventually they come free and you may leave the cavern down the passageway and back to the junction [375].
 
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You find no secret passages.

However, your rummaging attract the attentions of something sinister.

Click here [161] to discover what has appeared in the passageway in front of you.

Fight this monster.

If you defeat the creature, you can continue up the passageway [43].

Write down '43' so you will know where to go.
 
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236

The battle commences.

The Skeletons attack you one by one:

SKILLSTAMINA
SKELETON A65
SKELETON B66
SKELETON C55

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If you win, Click here [395].
 
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239

You think back to the words of the old man.

'You might need it sooner than you think ...'

You grope in your pack and pull out the candle.

Immediately it lights itself of its own accord.

The howling stops and the room appears bathed in a blue light from the candle.

On the walls, the figures in the mural are moving!

They are mouthing silent screams as if trapped in a two-dimensional hell.

On the wall opposite is another door, which you may leave through Clicke here (88), or you may stay to investigate (149).

Add 1 luck for your foresight.
 
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The box is light, but something rattles within.

You open the lid and a small SNAKE darts out to bite at your wrist!

You must fight the Snake.

SNAKE - SKILL 5 STAMINA 2

If you kill the Snake, Click here [145].
 
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As you attack the portrait with the wooden stake, you feel a wrench of pain in your wrist.

You are forced by some unseen power to drop the stake.

You decide to run and leave through the north door [90], but lose 1 more skill point in awe of the Warlock's power.
 
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242

The door opens to reveal a small, dimly lit room.

The walls are hung with ornate curtains, laced in silver and gold.

A single flame burns in one corner, throwing light on a low table in the middle of the floor.

On this table is a large chest.

You step up to investigate the chest and from all around, yet from nowhere, a mysterious sound fills the room.

It sounds like the rumbling of thunder clouds preparing to make storm.

You approach the chest and can see that it is held shut by three locks.

As you approach, the noise gets louder.

Will you:

Hack at the box with your sword to try to split it open?Click here [379]
Search through your bags to see if you can find keys to fit?Click here [139]
 
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243

To your horror, you realize that this dummy lever was a trap!

Although it looked like a handle, it was in fact a wax-coated sword blade and it has now cut your hand badly.

Did you use your right or your left hand?

Roll one die.

If the number you roll is odd, this was your sword hand and your fighting prowess has been severely hampered.

Lose 3 skill points and 1 stamina.

If you rolled an even number, you used your other hand, and so the injury is not quite so important.

Lose 1 skill point and 2 stamina.

If you now wish to pull the right lever, [128].

If you don't wish to pull the right lever, you won't be getting much further - and remember which hand you will use!
 
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The passage runs northwards, and ahead you can hear the splashing's of an underground river.

The air becomes cool and fresh.

You soon reach a wide opening of a river bank but despair as you look across to see no way through on the other side.

To the east the river flows through a cave in the rock.

You may either sit, rest and eat Provisions (turn to 143) or continue by what seems to be the only way forward, jumping into the river and swimming downstream (399).
 
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He is a little startled by your onslaught, but simply raises his hand.

As he does so, you suddenly collide heavily into ... apparently nothing.

You sit on the floor in a heap, rubbing your nose.

Lose 2 stamina points.

The old man chuckles and says, 'You poor fool. Did you think I was defenceless in such a den of evil as this? You will regret your folly.'

You rise to your feet and return to the passageway, turning north up the corridor [292].
 
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The creature that has just awakened is an ORC!

He scrambles to his feet and turns to grasp at a rope which is probably the alarm bell.

You must attack him quickly.

ORC - SKILL 6 STAMINA 5

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If you defeat him, you may continue up the passage [301].
 
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249

The dog springs as you move.

Its hideous black teeth are coming straight for your throat!

Two metres from you, a blast of fire shoots from its mouth right at your face!

You duck just in time but must now fight the beast.

DOG SKILL 7 STAMINA 6

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In addition to its normal attack, throw one die every Attack Round for its fiery breath.

On a roll of 1 or 2, it scorches you for 1 point of damage - subtract from your stamina - but on a roll of 3-6, you avoid the blast.

You may use your luck against the fire.

The only Escape open is through the south door (66).

The old man watches the fight but does not move unless you kill his dog.

If you kill the dog, you may Escape through the south door (66), but you will not have time to take anything with you.

If you wish to stay, [304].

Add 1 luck point anyway.
 
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The passageway twists sharply northwards and ahead you can hear water flowing.

You eventually reach the south bank of an underground river.

As you stand on the pebbled bank you hear a fluttering of wings and look up to see three GIANT BATS swooping down on you to attack.

Fight these three as a single creature:

GIANT BATS - SKILL 6 STAMINA 6

If you win, Click here [344].

You may Escape by jumping into the river Click here (399).
 
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252

You pull the lever and, with a great groaning noise, the rock face in front of you and the ground you are standing on start to move.

As if you were on a giant rotating table, you spin round until you stand on the other side of a rock face in a north-south passage.

Will you go north (312) or south (226)?
 
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253

The passageway ends in another wooden door, this time a small one with a carved bone handle.

You listen but hear nothing coming from inside.

You try the handle and the door opens into a pear-shaped room with a rough stone floor, making walking across it somewhat awkward.

In one corner of the room is a pile of rubble, mainly stones and dust, but there are also two odd-shaped pieces of wood and a length of rope.

A door in the north wall leads on.

Will you:

Examine the bits of wood?Click here [328]
Study the length of rope?Click here [125]
Leave through the north door?Click here [73]
 
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254

The silence is deathly.

A slow drip startles you as you creep around the coffins.

The altar is ornately carved and studded with jewels.

Beautifully woven drapes hang from the walls although they are threadbare in places.

There are three coffins in the room.

A creaking noise makes you whirl round and the light from your lantern falls on the largest coffin.

It is opening!

As you watch, a tall man with a white face sits upright.

His eyes open and fall on you.

His expression changes from one of tranquillity to one of abject hate.

His mouth opens and a terrifying hiss comes from his throat.

His teeth are wolf-like.

He beckons you to come over.

Do you:

Approach him as he wishes?Click here [352]
Draw your sword and prepare to fight?Click here [333]
Reach into your bag for another means of attack?Click here [279]
Run for the west door?Click here [380]
 
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257

The passageway runs straight for several metres and then ends at a wooden door.

You listen at the door and hear angry shouting coming from within.

Will you investigate (168) or turn back (293)?
 
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258

You sort through the broken pots and find little of interest.

The liquid looks, smells and tastes like water.

The coins in the pot are a fraud.

Eight genuine Gold Pieces lie on the surface of the pile (and you may take these) but underneath are merely painted pieces of pot.

As you tip the vase out it slips and breaks.

A red-coloured key appears, hidden inside a false bottom in the bowl.

You may take this key.

It is inscribed with the number 111.

You may rest here and eat some Provisions.

You may add 2 luck points for defeating the Minotaur.

Finally you leave the room [54].
 
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As you swim to the bank away from the Crocodile you look back to see the mysterious 'turbulence' approach the reptile's body, break into a frenzy and then move off, leaving not a trace of the animal.

Thankful that you were not there to find out what it was, you lift yourself out of the water on to the north bank.

Add 1 skill and 2 luck points.

Click here [7].
 
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You shout: 'You are freed, old man!' at the top of your voice.

Instantly, his rantings cease.

He stops dead in his tracks and sinks to the floor, weeping loudly.

As he gradually composes himself, he thanks you many times.

You talk with him in the hope of discovering some of the secrets of the mountain and he begins to tell his story.

Many years ago he was an adventurer like you in search of the Warlock's treasure.

He was captured by the Orcs and thrown into his solitary cell as a sort of pet for the creatures.

You ask whether he would like to accompany you into the mountain, but he simply wants to leave and see the world again.

You ask him for advice but he says he knows little.

He advises you to pay your respects to the boatman.

He tells you that you must pull the right-hand lever on the wall ahead to open the iron gate at the end of the passage.

He has also learned that the keys to the Boat House are guarded by a man and his dog.

You shake hands, leave the room and go your separate ways.

Add 1 luck.

Click here [314].
 
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