The Warlock of Firetop Mountain by Ian Livingstone and Steve Jackson

Status
Not open for further replies.
304

The old man is furious at your killing his dog!

His eyes turn white with anger.

He slowly rises from his seat and as he stands he appears to gain in size and stature.

He is changing in front of your eyes.

He sprouts hair on his face and forearms.

His nose lengthens and becomes dog-like.

His teeth are pointed.

He is a WEREWOLF and he advances towards you.

You can Escape only through the door behind you to the south (66).

Otherwise you must fight him:

WEREWOLF - SKILL 8 STAMINA 8

unknown.png


If you defeat him, Click here [203].
 
Last edited:
306

You still find no secret passageways.

But coming towards you down the corridor you can see a creature-like shape.

Write down this number 306 so you know where to return to.

To find out what is coming towards you, Click here [161] and prepare to fight.

If you kill the creature you encounter, you can go back along the corridor [291].
 
Last edited:
308

You are standing at a crossroads.

To the west the passageway goes on a few metres and turns northwards.

To the north the passageway ends at a door.

To the east the passage continues and eventually turns southwards.

Looking south, the passage goes on as far as you can see.

To go west Click here [187]

To go north Click here [54]

To go south Click here [160]

To go east Click here [354]
 
Last edited:
309

You draw your sword and wait for the Rats to spring.

As the leader prepares to jump, you shout loudly and leap forward at it.

Your cry frightens off the other two and they scamper back a few paces.

Fight each of the Rats in turn:

SKILLSTAMINA
First RAT54
Second RAT63
Third RAT55

If you win, you may leave through the door in the north wall [124].
 
Last edited:
310

Something is not quite right.

You landed a fair blow on him, but he appears not to have noticed the wound!

You deduce that this Undead creature is not vulnerable to normal weapons.

You may choose a new weapon.

Armed with this, or your old weapon, Click here [211].
 
Last edited:
311

unknown.png


The passageway ends in a door at which you listen but hear nothing.

Trying the handle, you find that the door opens to reveal a large, square room.

The room is completely bare, but the floor is covered in a mosaic of tiles.

Two shapes stand out on the floor; star-shaped riles and hand-shaped tiles.

A door on the opposite wall is the only way through.

Will you:

Walk across the room to the door?Click here [305]
Walk across the room stepping only on stars?Click here [178]
Walk across the room stepping only on hands?Click here [108]
 
Last edited:
312

You follow a long, narrow passageway which goes north, then west, then north again and you eventually find yourself at a crossroads [308].
 
Last edited:
313

You check over the body.

The poor wretch was obviously caught in the same way that you were, but his weaker skull shattered under the club's blow.

He wears a suit of leather armour no better than your own, holds a wooden shield on one wrist and clutches a steel-bladed sword in his other hand.

In his pockets are 8 Gold Pieces and around his neck is a silver crucifix.

You may take any two of these items you wish.

Write them on your Equipment List and Click here [221].

Also add 1 luck and 1 skill point.
 
Last edited:
316

The water is icy cold.

You start to swim and notice that your splashing's are attracting a moving 'turbulence' in the water.

Will your strength and stamina hold out?

Roll two dice.

If the roll is equal to or less than your stamina score, you believe you can make it and swim furiously for the north bank [151].

If the roll totals more than your stamina score, you decide not to risk it and return to the south bank [218].

You may eat Provisions on the south bank.
 
Last edited:
317

You cut down the Dwarf.

He is, as you guessed, dead.

Going through the pockets of the two Goblins, you find a large piece of sweet-smelling Cheese.

If you wish to take this with you, put it in your pack and leave the room northwards [303].
 
Last edited:
320

You run out of the room and slam the door shut behind you.

You turn northwards up the passageway passing a similar-looking door further up.

Click here [363].
 
Last edited:
322

The drawers are all full of nails, tacks and miscellaneous bits and pieces.

In one drawer is a copper-coloured key, inscribed with the number 66 which looks interesting.

You may keep this key if you discard one item of equipment you are carrying.

Adjust your Equipment on your Adventure Sheet if you want to take the key.

The noise from the north gets louder.

You go to the north door to investigate.

Click here [96].
 
Last edited:
324

As you burst through the door, the old man turns to look at you, not in the least perturbed by your intrusion.

Suddenly he vanishes!

He reappears against the wall and, as you spin round to see him, he laughs.

Not the feeble cackle of an old man, but the booming laugh of a much younger man.

Again he disappears, and reappears in another corner of the room, glaring at you and taunting you with his evil laugh.

You swirl round just in time to see him disappear again.

This time he reappears in the air above you and slowly floats down to you.

His glaring eyes make you shiver as they approach.

Click here [358].
 
Last edited:
325

You place the helmet on your head.

It fits well.

A glow begins to fill your body and you seem to possess a power and confidence beyond anything you have felt before.

The helmet is blessed with magic and will allow you to add 1 point to all future dice rolls when computing your own Attack Strength during combat so long as you wear it.

Note this on your Equipment List and return to the junction (87).
 
Last edited:
327

The body on the floor turns visibly older in front of your eyes.

The face looks fifty, then ninety, then well over a hundred years old.

The skin rots and the eyes decompose as you watch.

You notice a movement coming from the creature's chest.

As the remnants of the Vampire decay, a small black face breaks through its chest.

It resembles a small black shrew, but as it frees itself and unfurls its wings you realize it is a bat.

You lunge at it, but it flaps away into the darkness.

You search the whole chamber quickly (remember, there are several other coffins there!) and find 30 Gold Pieces, a book, and a Y-shaped stick.

You may take these items (enter them on your Adventure Sheet) if you will leave behind one item of Equipment you are already carrying.

You can leave through the west door [380].

If you are hungry you may take Provisions here, and you can add 3 luck points for defeating the Vampire.
 
Last edited:
328

Both pieces of wood are Y-shaped and smooth, as if washed up from a river.

You may put these in your pack and then either leave through the north door (73) or stay and examine the rope (125) - If you take the pieces of wood, you must leave behind one item from your pack.
 
Last edited:
329

You set off and find yourself in the middle of a north-south passageway.

There is a door in the western wall of the passage.

Opposite the door is a passage going off eastwards.

To the north you can see a door some metres ahead.

To the south you can see a junction.

Which will you choose:

The door in the west wall?Click here [157]
The door to the north?Click here [392]
Eastwards?Click here [299]
Southwards?Click here [238]
 
Last edited:
330

The barrels contain a clear brown liquid.

You sniff it.

It smells like rum.

You taste it.

It is rum.

You cup your hands, pour some in and take a swig.

You gasp - by golly, it's good!

Restore 6 points of stamina and 1 luck.

Click here [81].
 
Last edited:
331

The creature is man-sized but its long arms look very powerful.

Resolve this battle:

TROLL - SKILL 8 STAMINA 8

unknown.png

If you win, you may head northwards (287).
 
Last edited:
333

As you swing your sword at the creature, it reaches out and catches the blade in its hand!

Your weapon is almost ineffective against the considerable strength of the creature.

You realize this and panic, but you must fight on.

VAMPIRE - SKILL 10 STAMINA 10

unknown.png


If you defeat the Vampire, Click here [327].

If you wish to try to Escape, which you may only do after 6 full Attack Rounds, you will have to be lucky.

Test your Luck. If you are Lucky, you may Escape through the west door (380).

If you are Unlucky, you must continue this fight for a further 6 Attack Rounds before trying to Escape again.

If you roll an 11 or 12 and you are Unlucky (i.e. your current luck score is below 11), then Click here [224].
 
Last edited:
334

As you speak the old man rises to his feet.

'Oh my, oh my, a stranger!' he starts.

'Well, do come in, the shop is open. What can I get you?

What would you like to buy?

What takes your fancy?

Which way are you headed?

North?

Well?'


You tell the old man your story.

He listens intently and replies, 'Oh yes, in that case you will undoubtedly need one of my Blue Candles.

That will be 20 Gold Pieces please.

Cash if you don't mind.

Yes, I know it's expensive, but isn't everything these days?

Not so long ago these were only 5 Gold Pieces each; but you know what has happened to the price of candlewax since the Long Dark Night - oh, but you probably don't since you don't come from these parts.

Never mind.

I can guarantee it's still worth the price.

You might need it sooner than you think'.


If you decide to buy a candle, pay for it and add it to your Equipment List.

You are getting a little tired of his constant prattling.

Leave the room and go northwards [292].
 
Last edited:
336

unknown.png


You are in a small, foul-smelling room.

You notice two doors: one to the west and one behind you to the south.

The furniture in the room is sparse and has been made mostly from bits of old boats.

There appears to be nothing of value in the room, but a bunch of keys hangs on the wall.

An old man in ragged clothes is slumped asleep on a 'bench' made from half a rowing boat, snoring loudly.

Next to him is a vicious looking brown dog with red eyes and black teeth, whom you have awakened and who now is eyeing you suspiciously.

A deep growl is coming from its throat.

You may:

Tiptoe an exit through the south doorClick here [66]
Bang on the door behind you and cough a few' Ahem's' to wake up the old manClick here [172]
Leap across the room with sword drawn to cut down the dogClick here [249]
 
Last edited:
337

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

You feel dizzy and slump to the ground.

When you come to, the surroundings look strange.

Click here [267].
 
Last edited:
338

You approach the statue cautiously.

A scampering behind you makes you flash round ... but it is only a rat.

You feel at the jewel, but it is solidly in place.

You try to work your sword in behind it and as you work, you hear an ominous creaking noise.

To your horror the statue is beginning to move!

You jump down and draw your sword.

The IRON CYCLOPS cranes its head round towards you and steps down from its pedestal.

You must fight!

IRON CYCLOPS - SKILL 10 STAMINA 10

unknown.png


If you win, Click here [75].

If you want to Escape during combat, you can run through the door back to the junction [93].
 
Last edited:
339

The lock was obviously inadequate; it flies off and lands on the floor several metres away.

You lift up the heavy lid and your eyes widen as you see the gold sheen coming from within.

A fair number of Gold Pieces are inside.

In one corner lies a small black bottle with a tight glass stopper, containing a liquid of some kind.

Also in the chest is a silky black glove.

But as you are admiring this treasure you hear a soft click and wince in pain as a small dart shoots forward into your stomach.

Roll one die and subtract this number of points from your stamina to determine the effect of the poison on the dart tip.

If you are still alive, Click here [201].
 
Last edited:
340

You try various items of equipment against the gaze of the painting, but none seems to work.

You may try any of the following if you have them:

Slash the painting with your swordClick here [388]
Hold a jewel up in front of itClick here [31]
Plunge a wooden stake into itClick here [241]
Throw cheese at itClick here [45]
 
Last edited:
342

The Wererat slumps to the ground.

You search his body and find 2 Gold Pieces, his fare from the last crossing.

You curse him for trying to overcharge you.

Add the 2 Gold Pieces to your Gold and row yourself across the river.

Add 2 luck points.

As you moor the boat on the north bank you look back at the body.

It has vanished!

Click here [7].
 
Last edited:
343

The door bursts open and you fall headlong into a room.

But your heart jumps as you realize you are not landing on the floor, but plunging down a pit of some kind!

Luckily the pit is not particularly deep and you land in a heap less than two metres down.

Lose 1 stamina point for your bruises, climb out of the pit into the room and leave through the door, heading westwards [92].
 
Last edited:
Status
Not open for further replies.
Back
Top