The Warlock of Firetop Mountain by Ian Livingstone and Steve Jackson

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You sheathe your sword and walk up to the water.

Is it safe to swim?

Although you cannot see any immediate signs of danger either in the water or around its banks, there is no way through on the north side of the river.

You suddenly notice a gleaming sword lying on the river bed several steps in.

You wade in to retrieve it.

It is light in your hand, far less cumbersome than your own weapon, and it has a keen edge.

This marvellous weapon will add 1 point to your skill whilst you use it.

Note this on your Equipment List.

A mysterious voice speaking directly to your mind seems to be telling you to throw your own sword into the river.

Will you?

If so, Click here [56].

If you want to keep both swords, Click here [153]
 
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The luck of the cards may or may not be with you.

You have two choices.

You may leave all luck to the cards.

Throw two dice.

If the number is even, then you lose this number of Gold Pieces or all your Gold if you don't have enough.

If the number is odd, then you win this number of Gold Pieces.

Alternatively, you may use your luck to help you win.

Test your Luck.

If you are Lucky, throw two dice to see how many Gold Pieces you win.

If you are Unlucky, throw two dice to see how many Gold Pieces you lose.

Make the appropriate alterations on your Adventure Sheet.

If you won, you may add 2 luck points for your good fortune.

When this is done, Click here [131].
 
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Click here [182].

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You are in a pit, a little bruised but not too seriously hurt.

You look around as you get back on your feet and can see two passageways: a short one to the south which opens into a small chamber, and another heading northwards.

You are a little worried about the crash your fall has made, and even more by the grunting's you can hear coming from the chamber to the south.

Before you can collect your thoughts, a large, ugly head pokes around the corner and a TROLL emerges from its chamber.

Your ankle is twisted and you cannot move quickly, but the Troll is ready for a fight.

You will have to face the brute.

Click here [331] - but if you have a Potion of Invisibility, Click here [51].
 
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As the 'turbulence' surrounds you, you can feel the jostling's of many small fish.

They start ripping your flesh with vicious bites and you realize that you are surrounded by deadly PIRANHAS!

If, during your struggle with the Crocodile, you have wounded it, you are lucky and most of the fish attack the bleeding reptile.

If you have not wounded the Crocodile, then the fish may go for either you or it.

Throw one die.

If you throw a 1 or 2, the majority of the Piranhas go for you.

If you throw a 3-6, the majority attack the Crocodile.

Treat the Piranhas as a single creature.

If, as a result of the above, the majority of the fish attack you, their scores are:

PIRANHAS - SKILL 5 STAMINA 5

If, as a result of the above, the majority attack the Crocodile and the remainder attack you, they have:

PIRANHAS - SKILL 5 STAMINA 1

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If you win you can swim to shore [7].

You may eat Provisions here - and restore 1 luck point.
 
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You lunge at the old man as he leaps towards you with outstretched arms - and run him through the chest with your sword.

You curse as you realize that he was making no attempt to attack you; his wild excitement must merely have been relief after having been imprisoned for what had apparently been a very long time.

You will now get no information out of him on the perils of the adventure ahead.

Click here [314] to progress up the passageway.
 
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You are standing at a bend in the passage where you may go either west or south.

To go westClick here [308]
To go southClick here [52]
If you want to check for secret passages on the way westwardsClick here [14]
If you want to check for secret passages as you go southClick here [234]
 
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You grope along the wall but can find no way of escape.

The noise is causing you to scream in pain!

Subtract 1 skill point.

You may try either the east wall (181) or the north wall (265).
 
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The old man looks at you, accepts your greetings and bids you sit down.

You sit at the table and notice that he is glaring at you.

His piercing stare is becoming hypnotic, but you realize this and break eye contact.

He opens his mouth to speak and to your amazement, instead of an old man's voice, the whole room resonates to a powerful voice which seems to be coming from the walls themselves.

You throw a glance back at the man and can see him changing before your very eyes.

He is of imposing height.

His tattered old rags have become robes of velvet and gold.

His black eyes are fixed directly on yours.

He has been expecting you ...

Click here [358].
 
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The battle will call upon all your reserves of strength and cunning.

Your adversary has disappeared, and now stands at the far end of the room in front of a door with two locks.

How will you approach him:

Grip your sword firmly and advance towards him?Click here [142]
Look through your pack for a weapon to use?Click here [105]
Look around the room for another means of attack or defence?Click here [389]
 
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The door slams shut with a loud bang behind you.

You find yourself in a passageway running ahead northwards.

You follow it for several metres, until it bends to the west, and continue onwards.

Some way down the passage you come across a narrow opening in the north wall and decide to go through [89].
 
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You snatch the key from its hook. It has the number 125 inscribed on it.

But your lungs are bursting.

Roll two dice.

If the number is less than or equal to your skill score, you make it across the room to the door Click here (136).

If it exceeds your skill score, you are forced to take a breath of poison gas.

Reduce your skill score by 2 and your stamina score by 3 and dash for the door Click here (136).
 
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The Orcs attack you one at a time.

SKILLSTAMINA
First ORC64
Second ORC53
Third ORC64
Fourth ORC52
Fifth ORC44


If you win, Click here [183].

If you wish to Escape during the battle (don't forget your penalty for this), Click here [237].
 
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The Warlock's laugh resonates in his chamber.

'We will see which of us is the mouse!' he cries, and he holds his hand in the air.

As he snaps his fingers, a blue flame streams from his hand at you.

Lose 3 stamina points.

You will have to try something else:

Draw your sword and advanceClick here [142]
Try something else from your rucksackClick here [105]
 
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The door opens to reveal a small room.

The room is dirty and unkempt.

A straw mattress lies in one corner.

In the centre of the room is a wooden table upon which a candle burns, lighting the room with its flickering flame.

A small box rests under the table.

Seated around the table are two small creatures with warty skin, dressed in leather armour.

They are drinking some sort of grog and, by the way they stagger to their feet on your arrival, you assume they are very drunk.

You may either draw your sword and leap forward at them (116) or slam the door quickly and run on up the passage (42).
 
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Safe for the moment, you investigate the cavern and find a passageway which continues to the west.

You may rest and eat Provisions before you continue, and add 3 luck points for defeating the Dragon.

Click here [274].
 
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The Skeletons do not notice you and disappear through the door into the Boat House.

Breathing a sigh of relief, you press on to try the door at the north end of the passage.

But before you go, you may eat some Provisions and you may add 2 luck points for evading the Skeletons.

Click here [207].
 
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You may collect all the copper pieces on the table.

They are worth a total of 4 Gold Pieces.

You may pause to eat Provisions, and you may add 3 luck points.

Then you can leave through the door.

Click here [291].
 
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As you draw your sword, the WINGED GREMLIN flaps into the air and attacks you, while the old man rushes over to the bookshelf, touches a book and escapes through a secret doorway that opens for him.

But you must fight his pet.

WINGED GREMLIN - SKILL 5 STAMINA 7

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If you beat the Gremlin, Click here [196].
 
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You wipe your bloodied sword on the mattress.

The green blood leaves a slimy stain on the straw.

Stepping over the bodies towards the table you flinch at the foul stench of the creatures.

You pick up the box from under the table and examine it.

It is a small wooden box with crude hinges.

The name 'Farrigo Di Maggio' is inscribed on a brass name-plate on its lid.

If you wish to open the box [296].

If you decide to leave it behind and leave the room [42].
 
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As you prepare to strike the box, the rumbling sound gets louder.

You lift your sword high and prepare to strike.

As your blade comes down on the box, a loud crack deafens you and, from one corner of the room, a small bolt of lightning darts through the air to the sword hilt, sending you reeling across the room.

Test your luck.

If you are Lucky, your sword has shattered and lies on the floor, but you managed to release your grip just before the lightning struck.

If you are Unlucky, your charred remains have formed a small black outline on the floor.

Next time, do not try to strike the chest!

If you were Lucky, you may try to use keys from your rucksack.

Click here [139].
 
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You hold the Eye up in front of him and the jewel gives off a dull glow.

You point it towards him and he shrieks!

He backs away into a corner and a beam of light shoots from the jewel.

As it falls on him he sinks to the floor and a remarkable transformation takes place.

He starts to shrivel and grow visibly old in front of you.

His skin wrinkles and cracks and he slowly becomes an amorphous heap in the corner.

After some moments, the jewel stops glowing and you approach the lifeless bundle of cloth; his robes are all that remain.

Click here [396].

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A sign above the door reads 'Boat House'.

The door is firmly locked but a small barred window allows you to look inside.

You can see a number of Skeleton-men working on building a boat of some sort.

They move in a series of quick, jerky actions, rather insect-like.

If you have a key clearly labelled 'Boat HouseClick here [80]
If you want to try to break the door downClick here [264]
If you want to return to the riverbank and try another routeClick here [129]
 
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