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Dwarven Vengeance

Copyright © Felbrigg Napoleon Herriot

All rights reserved. This book or any portion thereof may not be reproduced or used
in any manner whatsoever without the express written permission of the publisher
except for the use of brief quotations in a book review or scholarly journal.

First PDF: 2017

ISBN

www.BlackDogOfDoom.BlogSpot.co.uk
Dedication

To my lovely wife.

Thank you. Without your support and patience, I would have


never achieved this dream.
And my special thanks to:

 Shaun Austin for proof reading some segments (all


the remaining errors are mine not his)

 The graphical contributers at http://game-icons.net


who provided the black and white images used
within the book.

 Callum, who is too often my victim.


Introduction
You hold in your hands a gamebook. A book that is also a
game! When you start reading the story, you're going to be
offered choices and by making those choices you'll decide how
the story plays out, and if the hero manages to find a happy
ending.

A few pages on you'll find a page marked with a big "1", this is
the first part of the story and you should start reading there.
Hang on! Not yet, you need to read through the rest of this
section first! At the bottom of entry "1" you'll find instructions
either telling you to turn to another particular entry or offering
you the choice of 1, 2 or 3 possible entries to turn to. When
you're offered a choice, carefully consider which of the options
you'd like to try, because once you turn to an entry, there's no
going back!

Some entries present an enemy to you. When you come across


one of these entries you'll have to fight. The rules for how you
fight are presented a little further on. If you lose the fight, your
character has been killed and you'll have to start the book again.
If you defeat the enemy you'll find instructions or options
telling you which entry to turn to next.

You're going to need a couple of dice, the standard sort of six


sided dice that you find in any boardgame.
Before you start reading, you'll have to make a character, and
it's this character you'll take through the story. The next section
explains how to make a character.
Creating a Character
Roll four dice and note the number rolled on each die. If you've
rolled two or more 1's, then reroll all four dice.

Your character has four statistics, Strength, Speed, Toughness


and Health. Allocate one of your die scores to each of the
Statistics, you get to choose which score goes to which. Then
add ten points to your Health score.

Example: Dave rolls four dice, scoring 1,3,2,1. As he's rolled


two 1's he rerolls all four dice. This time he scores 4, 5, 6, 2. He
allocates 2 to Strength, 5 to Speed, 6 to Toughness and 4 to
Health.

Then he adds ten to Health bringing its total to 14. This means
his final statistics are:

Strength: 2

Speed: 5

Toughness: 6

Health: 14

Write these statistic scores on the character sheet that you'll find
printed later in this book. Write them in pencil because they are
likely to change during play.

Items
During play you'll come across entries that present your
character with items such as weapons or armour. When you
find such an item you should note it on your character sheet.
here's a sample entry for a Sword.

Sword: +1 Strength, -1 Speed

What this means is that when using a sword you get to add 1 to
your character's strength but also have to subtract 1 from your
characters Speed. Don't alter your statistics, just note these
numbers on your character sheet. If you were to lose the sword
you should erase the bonus and penalty.

You might also find potions or poisons that can affect your
character. These will be written like this:

Strength: +1

This means that a permanent change has taken place, perhaps


your character drank a potion of strength. In this case you
should update the relevant statistic. For example if your
characters Strength was 4, then you came across an entry like
that shown above, you would rub or cross out the 4 and write in
5 to replace it.

The Health statistic.


Your characters Health statistic is special. It represents how
well your character feels. During play it will go up and down,
but if it ever reaches zero, then your character is dead and you'll
have to start playing from the beginning with a new character.

If your character's health is below its starting value when you


turn to a new entry, you can add one to the score, and you can
keep doing this until it reaches its original value. This
represents your character healing over time.
Combat
Combat takes place over a series of rounds. In each round both
your character and your enemy will make one attack.

Before starting the combat, look at the weapons your character


is carrying. If you have more than one, select the weapon you'll
be using during this combat. You cannot change weapons
halfway through.

The first step in combat is to determine who gets the first


attack. You only do this once at the very beginning of combat.
After that, your character and the enemy will take alternate
turns attacking each other.

Roll a D6 and add your Speed statistic. Now look at the weapon
you selected for this combat. If it has a Speed modifier, add or
subtract that to your score. For each piece of armour or shield
look at any Speed Modifier they have and apply these to your
score. This final total is your Combat Speed.

Now roll a D6 for the enemy and add their Speed Statistic, this
is the enemies Combat Speed. If the enemy's Combat Speed is
higher than your character's Combat Speed, the enemy attacks
first, otherwise your character attacks first.

Weapons and armour can be found throughout the book, and


modify your statistics during combat as shown on the below
table. When you find an item, mark it down and reference its
statistics here:
Item Strength Speed Toughness

Battle axe +2 -1

Bow +1 -1

Flail -2

Halberd +1 -2

Mace +1 -2

Sword +1 -1

Warhammer +2 -3

Pole axe -1 +1

Helmet +1

Shield +2

Armour +3

When you attack, roll a D6 and add your character's Strength.


Then add in the Strength modifiers of your chosen weapon.
This is your Attack Score.
Roll a D6 for the enemy and add their Toughness. This is the
Defence score.

If your Attack score is greater than the enemies Defence score


you have inflicted serious damage!

Subtract the enemies Defence score from your Attack score and
the result is the number of points damage you do to the enemies
Health score.

If your Attack score is less than or equal to the enemies


Defence score you still do 1 point of damage to their Health
score.

When the enemy attacks you, the situation is reversed. Roll a


D6 for the enemy and add their Strength, the result is their
Attack score.

Roll a D6 for your character and add your Toughness statistic.


If your character has any items that affect Toughness, add their
modifiers to your score. For instance Armour would increase
your Toughness. The final result is your Defence score.

If the Attack score is greater than the your Defence score you
have suffered serious damage!

Subtract your Defence score from the enemies Attack score and
the result is the number of points damage done to your Health
score.

If the Attack does not reach your Defence score, or only


matches it, then you suffer 1 point of damage to your Health
score.
If at any point, your Health reaches zero or less, the game is
over and you must start again with a new character

If the enemies’ health score reaches zero, the enemy is defeated


and the combat stops immediately. You can follow the
instructions at the bottom of the entry.

Combat Example
Dave's character has the following statistics:

Strength 2, Speed 5, Toughness 6 , Health 14.

His character has the following items: Battle Axe, Mace and
Shield. He opts to use the Battle Axe in this combat.

His opponent is a Troll with Strength 4, Toughness 4, Speed 4


and a Health of 4.

First, we determine who makes the first attack. David's Speed


statistic is 5, he rolls a D6 and scores 3. He's using his Battle
Axe with has a speed modifier of -1 which means his final
Combat Speed is 7. We roll a D6 for the Troll scoring 2, and
add that to its Speed statistic for a Combat Speed of 6. David
wins and therefore gets to attack first!

David rolls a D6 scoring 4, he adds his Strength 2 and the


Strength modifier from his Battle Axe +2 giving him an Attack
Score of 8.

David then rolls D6 for Troll. He scores 2. He adds the Troll’s


Toughness of 4 for a Defence score of 6. The Attack score is
higher than the Defence score, so David's character does 2
points of damage (8 - 6) to the Trolls Health score. The Troll's
Health is reduced from 4 down to 2.

Now it's the Trolls turn to attack. A D6 is rolled scoring 4, this


is added to the Troll's Strength of 4 for an Attack score of 8.

David rolls a D6 for his character scoring 5, he adds his


Toughness of 6 and his shield gives him a Toughness modifier
of +2 for a final Defence score of 13.

The Defense score is higher, so David's character only suffers 1


point of damage, which reduces his Health to 13.

It's Davids turn to attack. He rolls a D6 getting a 3, after adding


his Strength and the modifier for the Battle Axe his Attack
score is 7 (3+2+2).

A D6 is rolled for the Troll, getting a 1. This is added to its


Toughness for a Defence score of 5.

The Attack score is higher so the Troll suffers damage equal to


the Attack score less the Defense score, which in this case is 2.
The Troll is reduced from 2 down to 0 Health. The Troll is dead
and David's character wins the combat.

And so to start...
Now you have read the rules, it is time to create your character
and start the adventure. Turn the page and enter the under-
mountain dwelling of Dwarveholm!
1
You turn over in your bed, it's warm and comfortable, but
something's disturbed you. A moment passes before you realise
what it was. A noise like dwarves screaming and shouting! You
throw back the covers and race to the door of your bed
chamber. Snapping the door wide you're astonished at the
volume of noise. Normally the chambers of the underholm are
quiet with the only sounds being the occasional whisper of
Dwarf voices and the ring of hammers at work.

Yet now you can hear a huge roaring, its bass so deep that the
very rock beneath your feet is vibrating. You can hear dwarvish
screams!

Go to 309.
2
The gate swings up and a huge Dire Wolf springs out. The
gathered crowd starts to applaud and call out a name. They're
cheering for the Wolf, it must be a favourite of theirs!

Monster: Wolf Strength:5 Toughness:1 Speed:6 Health:3

Go to 146.
3
You turn your back on the cave, wisely considering that being
outside a troll hole is both silly and dangerous. Suddenly a troll
appears from the cave. When he spots you he gets angry and
rushes at you in a rage. With no choice you ready yourself for
battle.

Monster: Troll Strength:2 Toughness:5 Speed:4 Health:4

Go to 236.
4
Rushing through the gate and leaving one man behind to
organise another party to close the gate you join the soldiers
and form a hasty shield wall to defend the gate from attack.
You can hear the wolves howling and the yells and screams on
the oncoming orcs.

Go to 358.
5
You rush across the dining hall to the open hallway. You slam
to a halt next to the archway and risk a peek, fearing to see a
horde of Orcs rolling towards you. The corridor is clear! You
immediately take off along the corridor and take the first corner
tentatively, once again fearing to find yourself overwhelmed by
Orcs. Again its clear, not believing your luck you charge on
again taking the next two corners rapidly.

As you turn the last corner you see that the stone door of the
sally port has been smashed asunder. Two dwarves lay dead
amongst a collection of Orc corpses. They fought bravely
before their foes took them.

Go to 387.
6
After defeating the goblin you stop to catch your breath, but
Callum waves at you to be quiet. His young ears can hear
something. He steps nimbly through the doorway and stops,
turning his head from side to side.

You join him and when you hold your breath you hear it too.
The sound of bellows or something big breathing slowly in and
out.

To investigate the breathing, go to 388.

To ignore it, and head towards one of the lesser halls,


go to 251.
7
Hustling into the meeting hall you find yourself in a scene of
chaos. Dwarves of the guard are everywhere intermingled with
civilians, there doesn't seem to be any order. As you pass
through the crowd you hear snippets of conversation.

"They came through the kitchens."

"The gates are destroyed."

"They've burned the farm land."

You look anxiously around and then spy Gradage a Sergeant in


the guard, standing like a rock amongst the chaos.

Go to 284.
8
The wizard's final spell explodes, rubble and stone fall from the
ceiling, the very floor of the room splits and cracks. You rush
from the room calling for Callum to follow. As you reach the
corridor, the entire roof of the room drops with a tremendous
crash sending a wave of thick murky dust billowing out into the
corridor.

You struggle through a bout of coughing to call for Callum.


You call for him again. There's no answer. As the dust settles
and you're able to see you realise that Callum didn't make it out
of the room.

You turn with a grim visage and with hate in your heart towards
the hall where the dragon waits. There's no cause for delay, no
reason to steal from passage to passage, there is only the red
rage of a dwarf without hope and a wish for revenge.

Go to 400.
9
You scout around for fallen limbs suitable as fuel. With a
dismissive shake of your head you conclude that the trees in
this area do not lightly let their branches fall. Nevertheless you
soon have an armful of the thin twigs.

Statistic Change: Toughness +1

You return to the clearing and there is soon a small fire going.
The rabbit is quickly roasting above it. It tastes good. After the
meal is finished you bow your goodbyes to the hairy man and
set off once again on your mission.

Go to 202.
10
With a heavy heart you realise there is no help to be had from
the elves. Your mission here has failed.

Go to 315.
11
You find yourselves at a junction in the tunnel, straight on leads
to the guard room, the other way leads to the high gate.

Go to 292 for the guardroom.

For the high gate, go to 294.


12
A cold sadness flows through your body as you investigate the
first of the burnt down houses. A few stumps of walls are all
that remain of the structure. You kick through the ashes, but
there is nothing left. This was someone's home, and the orcs
have destroyed it.

Go to 263.
13
When you arrive at the house you step inside and explain what
has happened to the occupants.

Go to 105.
14
You thank him for his offer and ask him what he is doing here.
He reveals that he is a wanderer, a dwarf who's religious beliefs
cause him to wander the land doing good to all. You have heard
of his kind, although you think it odd for any dwarf to live and
wander above ground.

If you want to try his wine, go to 289.

If you prefer to avoid his wine, go to 86.


15
You rush to the front door passing the two or three men who
have gathered there. Callum soon joins you. In front you can
see what looks like animated clouds the size of trolls spinning
and merging and flying apart again. Sparks of lightning fly
whenever they clash!

Go to 250.
16
The orcs run away leaving their dead behind. Callum wipes his
sword clean and sheaths it. You look over the smoldering
village and your heart sinks at the sight. You lead Callum in
amongst the ruins.

Go to 12.
17
In just a few seconds the melee is over and the last of the orcs is
felled. You lean against the wall regaining your breath and
shake your head as you look at the fallen heroes around you.
Too many men died. Orcs have always used weight of numbers
and those that wish to oppose them have always needed stout
walls to hold back the rush. In this fight, too many men died.
With the other survivors you walk tiredly through the gate with
a heavy heart.

From somewhere close by within the city you hear a fearful cry.
The men around you ignore the screams. They're heading
towards the guardhouse.

To follow them to the guardhouse, go to 346.

To investigate the screams, go to 93.


18
Your journey has been long and strange, and it seems it will
continue to be strange. On a hilltop ahead you can see a ring of
stones. Each stands as tall as yourself. There is a fire burning
within the ring and you can see a figure moving near the fire.

You approach the stones and as you get closer you see a
dwarven monk ritually circling the fire.

"Ho!" You call to him.

"Ho there brother." He calls back, but he continues his circling


of the fire. "Come my pack is by the fire, there is wine within,
help yourself."

Go to 14.
19
You set off again, making your way so as to bypass the rising
smoke. The risk of it being the work of the enemy is too great.
Should you meet a foe too mighty and fall, it could be the
downfall of your people too.

Once you put the smoke behind you, you pause for a second or
two and listen. Wondering if you'll hear orc voice drifting
towards you from the smoke, but no such sound comes. The
only noises are a few birds calling to one another.

Go to 314.
20
Something heavy and furry bowls you to the ground, its hot
breath washes across your face before you roll clear. Then from
the opposite direction there's a howl and in the faint light you
can make out wolves! You've climbed into their lair!

Monster: Wolves Strength:3 Toughness:3 Speed:5 Health:2

Go to 121.
21
The water rushes in over the top of your boots. It's icy cold.
Soon the water has risen above your waist. Thankfully it gets
no higher. You drag yourself out at the far side, the water
making you feel cold and heavy. You empty your boots and
squeeze what water you can from your troos before proceeding.

Go to 89.
22
Just when you think the last civilian has passed, another
emerges from the crowd and then another, which keeps you by
the entrance to the hall. You start to worry that the civilians at
the front may already have reached the front door. Was waiting
to be at the back, a mistake? You dare not wait any longer and
turn after the fleeing women and children. You hear panting
from behind and a glance back reveals that yet another civilian
is following you, and she is struggling to keep up. You can't
wait any longer, you keep moving.

Go to 365.
23
You're led into a well-appointed wooden paneled room. Seats
are arranged around the walls. The elf offers you a drink from a
glass decanter. You accept his offer and quaff the drink. It
immediately makes you feel light headed. "Strong stuff." You
whisper and raise your glass to the elf.

The elf gives a little bow, and asks that you wait while he
enquires of his Lord. You take a second glass of the wine from
the elf and sit.

Go to 234.
24
The sergeant leads you to a small building not far from the gate.
Inside you walk past many doors and are shown through the last
door into an office. An elf sits behind a desk looking through a
stack of papers.

"Captain, this dwarf has requested to see the Lord sir."

The captain looks up from his papers with a smirk. "Greetings


dwarf. We don't tend to allow strangers who wander into our
city to see the Lord just like that." He snaps his fingers in your
face.

Biting back your anger at the slur, you stare steadily into his
eyes and slowly explain what has happened to your home, and
why you have come to Gilathren. As you finish retelling the
story you can tell that the captain is taking you seriously.

"Take him to Soniyun."

Go to 171.
25
At a nearby well you raise a bucket of water. You start washing
the blood off. Before you're done you hear the distant sound of
fighting. Although your heart stirs and the urge to join battle is
in you, the weariness from the fight with the troll wins out and
you finish cleaning yourself.

Go to 174.
26
A huge troll emerges onto the beach ahead of you. It spots you
and bounds in your direction. You leap to the ground and plant
your feet! Even as you start to fight for your life, you hear a
second troll roaring a challenge!

Monster: Troll Strength:2 Toughness:5 Speed:4 Health:4

Go to 104.
27
The witch continues his incantation, and dances round and
round as he builds to a crescendo. With a blood curdling shout
of rage he ends his spell and the very air about you tingles with
magical power. The witch turns to face you. Feeling nervous
you approach the witch.

"Why do you disturb my work dwarf?"

Feeling that perhaps honesty is the best policy, you tell him that
you had no intention of disturbing his work and are only
passing. His tone lightens as he asks where you are going and
for what purpose. Feeling suddenly friendly towards this witch
you find yourself divulging the whole story.

Go to 192.
28
You pull your shirt over your head as you're walking. Wringing
it out does not seem to have dried it too much. It clings coldly
to your body and starts you shivering. You're wondering if
following the river was the best course after all. No boats have
showed themselves. You were expecting to come across some
sort of boat or even a tradesman punting a raft, but the
waterway is empty of traffic.

A bush to your side suddenly shivers and you hear something


like a sneeze.

Go to 335.
29
Just when you think you can't stand the pain any longer, the
flames disappear. The pain has gone. Callum is panting beside
you. You look round and find yourself on a mountain pass.

Statistic Change: Health +2

Callum spits "I hate the flames!"

Go to 195.
30
As you climb the lower reaches of the mountains the air gets
colder. A brief flurry of snow washes over you. You count
yourself fortunate that the wind is blowing from behind. This
increasing cold would be terrible if you had been walking into
the face of the wind.

Climbing higher the air gets colder still, and you find yourself
trudging through snow. Fortunately for you the path is marked
by way-stones laid by some long gone ruler of the mountains.
You pull your clothes tighter, trying to keep out the biting of
the cold, but it's no good. The air is too cold and your clothes
too thin. When you woke this morning you hadn't time to dress,
let alone for cold weather!

A strong blast of snow filled air pours past causing you to


stumble, but you see a glimpse of a wooden hut. It could be
shelter from the weather or contain a friendly native. It might
contain Orcs!

If you want to investigate the hut, go to 135.

If you feel that you must press on to the elves, go to


344.
31
You stand watching as the men, women and children climb into
the boats. Soon you're left alone as the knight climbs into the
last of the overloaded vessels. He waves to you, inviting you to
join him. You shake your head. With your own people so in-
need you can't run with them.

Go to 90.
32
You push forward as quickly as you can, dodging between and
around the women and children until you reach the front. Your
rushed journey has highlighted just how strung out they are.
Fearing trouble if they become separated you slow up the ones
at the front and cause the mob to close up.

Finally you reach the door itself. It's made of stone and
designed so that only those who know the secret can open it.
The secret however is not very secret, it is taught to all the
dwarves of Dwarveholm, but never to outsiders. You press and
twist the appropriate hidden controls and the door swings open.

Go to 162.
33
As you kill the last of the Orcs you drop to your knees,
exhaustion overcoming you for a second. After a quick prayer
of thanks you manage to push yourself back to your feet and
stagger towards the archway.

At the archway you pause when you hear Orc voices from
ahead. The scum are everywhere! You look around for some
other way of escaping. You spot a beam of sunlight striking a
nearby column and your eyes follow it back to a ventilation
shaft. High up on the wall a small opening leads directly to the
outside. You call Gradage to help and between you construct a
pile of pallets that will allow you to reach the shaft.

When it's complete you climb up and into the shaft. The sound
of Orc voices has got closer and you call back to Gradage to
kick the pallets down once he reaches the shaft. A second later
you hear the pallets crashing to the floor of the Dorms.

The shaft is long but well lit, you were most fortunate that the
sun was in the right place! When you emerge outside of the
mountain, you immediately spy dwarf women and children
streaming towards the distant woods, you head after them.

Go to 197.
34
You find a small rocky crag within the woods and climb to its
peak. You can see over the trees back towards Trailkeep. The
whole city seems to be on fire. Your mind wanders back to your
home, to the orcs and goblins, and then the image of the dragon
becomes your focus.

Even if you were to recruit enough men or elves to retake your


home from the orcs, there would still be the dragon to deal
with. Despair washes over you.

Go to 39.
35
"Your tale is full of woe and evil tidings. Orcs have been
haranguing us for days. Follow me to the gate!" He urges you to
follow and heads to the still open gate.

Go to 97.
36
At your first utterance you hear a grunt. Further along the
platform are a number of orcs. They're involved in something
that has their complete attention, they haven't seen you.

If you want to attack them, go to 84.

When you glance around you see a glow coming


from a nearby tunnel mouth, the glow is not from the
lava, it might be dragon glow. To follow that go to
57.
37
The ledge soon starts getting thinner and you have to cling to
the rock face to reach it's end. When it finally peters out you
have no choice but to resume your climb. Unfortunately the
rock here is much smoother and the climbing more difficult.
Nevertheless both you and Callum are able to work your way
upwards and after an hours hard climb you reach the craggy
saddle.

Go to 195.
38
The medusa snake is dead, its bloody body laying at your feet.
You've heard that these creatures can regenerate and come back
to life. You consider that for a moment. You kneel next the
beasts head, take a firm grip on it and start twisting. Sweat
breaks out on your forehead and your muscles strain until with
a crack the head pops off. If you take this one head with you,
the creature should not be able to come back to life. Just to be
sure, you carry the head a long way off.

Go to 271.
39
The dragon! With a flash of clarity you realise that the dragon is
the key. The orcs would never have entered Dwarveholm
without the dragon to help them. How had that come about?
There is no help to be had from elves or man when it comes to
the dragon.

You sit and contemplate this problem. The dragon. The dragon.
The dragon! A story you heard many years ago come to mind.
A story about the Dragonbane, a dragon killer! Who told you of
it? Who? Ahhh, Thaddeus the mystic. You must find Thaddeus.

Go to 148.
40
Out of the shadows emerges a huge wolf. You just have time to
notice a raw wound on its back before you're in combat with the
creature.

Monster: Wolf Strength:3 Toughness:4 Speed:4 Health:4

Go to, 281.
41
The river carries you to a confluence and this is your signal to
leave the water. From here your path to Trailkeep will be across
land. You drag the boat up the bank and leave it under the cover
of some trees. Your water borne journey has saved you a day or
more of walking.

Leaving the river behind, you come across a number of


slaughtered sheep. No, slaughtered is the wrong word. Mauled
would be more like it. The animals have been torn open. You
count ten dead sheep. You wonder if that might account for the
abandoned hamlets you saw along the river.

A few yards further on, your path crosses the front of an earthen
scrape, a large one. You've not seen its like before. Could it be
the home of giant badger or badger-like creature? You hear a
low ominous growl coming from the darkness.

If you want to investigate the dark hole, go to 214.

If you want avoid the hole and what's within, go to


78.
42
You fear to lett the witch complete the spell and decide to
charge out of cover straight at him!

Monster: Witch Strength:4 Toughness:2 Speed:2 Health:4

Go to 352.
43
Was that glint off something metal? You warily edge into the
opening feet first. The dirt is dry and flies up in clouds as you
slide in. Worryingly you can hear the growling with more
clarity. It's not one growl, but many growls from a number of
beasts!

If you want to advance and investigate that glint of


light, go to 133.

If you prefer to back out of the dark, go to 298.


44
After a half hours travel down the river, the boat bumps to a
standstill. Looking over the prow you find a rope across the
river. Instantly on alert you scan the bank for enemies but can't
see anyone. What you do notice is there are a series of ropes
across the river each only a few yards further down stream then
the last. You reach down and pull the rope up out of the water.
Now you recognise what this is. It's a fishing rope, a series of
strings dangle from the rope all along its length, each with a
hook on the far end. One hook has even caught a fish.

You need to get your boat past these ropes.

If you want to cut the ropes, go to 189.

If you want to spend effort dragging you boat


overland to get past the ropes, go to 249.
45
Ahead are a group of squabbling goblins. They seem to be
fighting amongst themselves! You and Callum wait for a
minute or two until they have thinned their own numbers before
charging in weapons swinging.

Monster: Goblins Strength:2 Toughness:2 Speed:4 Health:6

Go to 145.
46
At the hall soldiers and armed civilians are rallying from all
directions. Everyone is armed and more than a few are injured
or wearing the blood of foes. Fights have obviously been
happening everywhere, the entire city under attack.

Go to 377.
47
A guardsman lets you slip in through the side gate and once
inside you enter the tower and start climbing its winding stairs.
At the top of the tower you find another guard, he's looking out
beyond the walls. Running towards the city you see a riderless
horse. Has a messenger been ambushed? In almost the same
instant and somewhat closer, you catch just the briefest glimpse
of orcs mounted on wolves!

If you want to find the Captain and tell him about the
horse, go to 382.

If you think the orcs are a more pressing issue, go to


216.
48
Following the sergeant you pass through the living quarters.
The rooms that are normally alive with dwarves are empty, the
homely contents scattered and defiled by orc filth. You are
astounded at how quickly the place has been taken. There must
be many bands of orcs running amok through Dwarveholm and
no organised resistance to throw them out. How could it have
happened?

Go to 126.
49
With a burning rage in your heart, you race towards the voice
and soon find a drunken orc sitting on a barrel.

Monster: Drunken Orc Strength:3 Toughness:2 Speed:1


Health:3

Go to 107.
50
Within a few seconds the sergeant leads the dwarves out of the
hall. Those at the front of the group look more martial than your
little group. You can hear the sounds of fighting from
somewhere within Dwarveholm but where the sounds are
coming from is hard to tell. You soon realise your troop is
being led towards one of the lesser entrances into the caverns.

As you march past a side tunnel, the sound of metal on stone


comes to your ears. Not the sound of hammer and chisel but
something more stealthy. Curious and worried by the sounds,
you peel away from the group and head into the darkened
tunnel from which the noise is coming.

Go to 134.
51
As you make your way around the pond and across the glade, a
sudden thirst drives you down to the water. At its edge you take
a long slow drink. It's strangely reinvigorating and you feel
much better for the drink. As you leave the glade you turn back
for one last look. You rub your eyes hardly believing what you
see. The pond has gone! It can only be magic. Is someone or
something helping you without your knowledge?

Statistic Change: Health +1

Go to 363.
52
There is nothing else for it, you will have to try and wade
through this bog. It takes a lot of effort to make each step. The
tall grass seems to get even taller the as you sink into the mire.
The mud is rising up to your knees and trying to pull your boots
off with every step. It soon becomes a desperate slog, an
unending effort to make even the shortest distance. You
frequently stop to get your breath and rest your weary thighs.

Your effort and determination eventually pays off and you pull
free of the mud onto harder ground. Like stepping out of a dark
room the light is blinding when you move clear of the grass.

Go to 220.
53
You thank the knight for the offer of the pony and very politely
tell him that you would prefer to stay on your feet. He nods,
understanding. "Dwarves are born of the earth and on the earth
they will stand."

He leads you to the gates and gives you directions to where he


believes the beast has its lair. You thank him and set off at a
brisk trot. You're happy to be moving again, this isn't what you
had expected when you accepted the mission to seek aid, but
nonetheless it feels good to be moving with a defined purpose.

You're about to cross a stream when you notice movement in


the reeds. Instantly you ready yourself for battle.

Go to 143.
54
You climb over a hill and before you stands the Elvish city of
Gilathren. This is not some manish city of smoking soot stained
thatched roofs, nor a Dwarvish collection of squat square stone.
Gilathren is a collection of low white houses and tall shining
towers. A crenelated wall encompasses the city. From here you
can see guards patrolling and traffic passing in and out of the
gates.

Running down to the gates you join the flow of traffic heading
into the city. You notice that there is significantly more traffic
heading out than going in. You wonder if they have just opened
the gates and these people were queuing to get out. Once inside
you're at a loss for where to start and who to talk to.

If you want to talk to the guard standing at the gate,


go to 74.

An imposing building is opposite the gates, to go in


there, go to 210.
55
You pass the last of the trees, the taste of the fresh air is good
after so long in the cloggy resin filled air between the trees. The
find yourself in a shallow gully filled with shale and gravel that
crunches underfoot. Looking around, you wonder which
direction is best. Callum points upwards and you let him take
the lead.

Go to 200.
56
Something smashes you to the ground. Instinctively you roll to
the side and jump back to your feet. An orc! A glance round
shows that it's alone. You snarl an oath and charge!

Monster: Orcs Strength:2 Toughness:2 Speed:5 Health:2

Go to 197.
57
You quietly follow the glow. It shimmers upon the walls
leading you to the entrance of a grand hall. You gasp as you see
the massive bulk of the dragon sitting upon a pile of gold and
treasure.

Go to 122.
58
You smash into the orc knocking it to the ground, but like a
dervish it whirls back to its feet and attacks!

Monster: Orcs Strength:3 Toughness:2 Speed:2 Health:4

Go to 269.
59
On entering the garden the sunlight seems brighter and warmer.
The twittering of birds is the only sound. You wander amongst
the lawns hedges and trees. At a small pond you come across a
large striped cat as big as a boar lapping at the water. It watches
you suspiciously and its tail flicks as it continues to drink.

The peace of the garden is suddenly broken. First you hear a


horn blown, then the stamping of hooves, a movement of many
horses.

Go to 317.
60
You walk slowly along the tunnel, the dead rank air fairly
clawing at your lungs. Were it not for the fact that the black
slime is here too, you'd think this tunnel had never been
disturbed by anything.

Go to 89.
61
You climb the stairs to the hall that was carved around the lake
of lava. As you near the top the heat grows tremendously.
You’re ready and prepared to meet the dragon as you step out
onto a wide stone platform that stands just above the glowing
lake. There is no dragon here. A curse escapes your lips.

Go to 36.
62
After making your turn to the right you start walking. The tall
grass prevents you seeing further than an arm's length ahead,
and you twice fall over rocks that you didn't have a chance to
see.

If you want to carry on this, through the rocky


ground, go to 329.

If you want to try another direction, go to 155.


63
The ogre stands nearly eight feet high, sheep blood dripping
from its mouth. He's slow and ungainly, that is your advantage.
With a bellow he lumbers towards you.

Monster: Ogre Strength:5 Toughness:5 Speed:4 Health:2

Go to 275.
64
You find the guard captain outside the city gates and tell him
about what you've seen. He nods gravely when he hears your
news.

"I think this is all part of some great plan to assault the city. I've
got overdue patrols, reports of attacks and raids on villages
from all around."

Go to 196.
65
You see a glow coming from around a bend in the tunnel and
hear an accompanying noise. You carefully edge forwards into
the light. You gasp when you see the cause of the light and
noise. A wight! An eight foot tall ghost like form glows as it
sweeps backwards and forwards across the tunnel. These
undead spirits are known to you, they are a strong foe, but not
unbeatable. Is this the beast?

Go to 248.
66
After the sound of the rude horseman disappears into the
distance you resume your way and only then realise that the
man most likely came from Trailkeep. You must be nearing
your destination! Faster and faster you walk until you can hold
back no more, you start running, eager to reach your destination
and the salvation of your people!

Go to 373.
67
You rush up to a sergeant of the guard who's standing with a
few soldiers and blurt out your warning. He holds up a hand,
palm outwards and urges you to calm down. You repeat your
warning, slower. You get the distinct impression that he does
not want to hear this news!

He considers what you've said. "Here,” he says, "go and sit


down, eat this," he hands you some biscuit, "and leave this to
the guard."

You're somewhat astounded at his lackluster almost uncaring


attitude and dumbly take the proffered food. You look around
for support but none of the soldiers he's with seem to care! You
spot a man in resplendent armour riding in your direction.

If you want to take the sergeant's advice and go rest


and eat, go to 71.

If you want to approach the mounted man, go to 235.


68
You climb a stone staircase and pass through the door at the top
to find yourself in a small amphitheater. Callum speaks to a
man who stands holding a clay tablet. He marks your names on
the tablet and bids you to take a seat.

Time passes and people start filing into the place and filling the
stone circles. When evening comes you and Callum are both
called down to the circular floor of the amphitheater. Without
much fanfare the man you met earlier advises you that if you
survive the first challenge you will earn your reward. Without
another word he runs out of the circular stone theatre.

A gate in the wall slides up.

Go to 276.
69
You follow the inclining tunnel for some distance your
footsteps echoing against the tunnel walls. The scratching
sound gets louder until it no longer sounds like rats, but has
become a constant whooshing and clatter. It seems to be
rhythmic but you can't conceive of what it might be.

Go to 65.
70
Half a mile beyond the broken homestead you cut inland away
from the water and soon come across a huge pile of dirt and
rock. It's spoil from an earthwork. Quickly you scout around.

It's not hard to find the source of the spoil. A huge cave has
been excavated beneath the edge of a particularly large rock.
For the briefest of seconds your heart warms as you think there
may be dwarves about. That thought is soon dispelled when you
spy huge trollish footprints in the ground around the entrance to
the cave.

Go to 3.
71
After slaying the last of the orcs you look around. The thrashing
of the worm has collapsed the tunnel and no immediate danger
will come from that direction. With much effort you help the
others climb up the side of the hole and out of the ruined house.
Another house belonging to this family has been destroyed.
You start to wonder if they are cursed! A loaf stands on a
windowsill you gesture at it and the cousin nods. You take the
loaf and head outside. You see a well and amble over to it, sit
on the low wall and eat the bread.

Go to 301.
72
"I accept the task!" Fenchton nods back to you. A woman at
your side whispers a blessing on you as you push through the
crowd. A glance through the trees at the low sun gives you a
baring and you set off towards Trailkeep. After a few minutes
you reach a well worn trail. In these parts it is often said that all
trails lead to Trailkeep. The men of that place are known for
being traders. The trail leads you to a river crossing.

Go to 168.
73
You follow the path, although the route is so narrow that it
hardly justifies the name of path. Callum is following closely
on your heels. The trees grow closer together and soon you lose
all sight of the so called path. Nevertheless you push on. The
branches of these mountain fur trees are almost meeting and
you have to keep pushing to get between them. Callum swears
when you let go of a branch and it smacks him in the face!

Go to 55.
74
"Excuse me." The guard ignores you. "Excuse me!" He is not
paying attention to you. "Excuse me." You poke him in the ribs.

"What do you want dwarf?" The elf's tone is unpleasant.

"I need to speak to your king."

The guard looks at you like you're mad. "We have no king."

"Then I'll speak to your Lord."

The guard raises one eyebrow. "You need to speak to the


sergeant." He sends you towards a tall elf armed with a sword.

Go to 245.
75
As you edge around the water you notice how the reflected light
from the walls and roof gives the water a shimmering glow, it's
almost magical in appearance. The wall you're clinging to is
wet and in places covered in moss that makes your way
difficult. At the far side you drop thankfully to floor.

Further along the tunnel a soft growl brings you up suddenly.


The beast? You ready yourself for combat.

Go to 40.
76
After much effort you manage to turn the lock with your
dagger. The door swings ajar and smoke drifts out through the
open doorway. An ominous sign. You slide the door open and
you both slip into the darkness beyond.

Go to 370.
77
You follow the last of the troops out the gate intrigued as to
where they might be going. Standing in the billowing dust
outside you watch the army as it marches towards distant
woods. Soon they pass between the trees and out of sight. The
last sign of their passing is the sound of a horn blown from
beyond the woods.

Go to 10.
78
Your path leads you across a wide valley. The grassland here is
cropped by wild cattle, their droppings are everywhere and you
can see a number of trails leading back to the water. You start
following one of the trails, it's clear of grass and the ground is
firm.

You come to a place where the trail splits into two, one path
leads up the valley wall and the other seems to run along the
bottom of the hills. Both lead in the general direction you want
to go.

To take the high trail, go to 172.

To stay on the low road, go to 380.


79
As you travel onwards you find yourself walking between trees.
The odd thing is that you hadn't noticed the trees ahead of you.
You shake your head, you must have been day-dreaming. There
is a mist in amongst the trees and as you walk it gets thicker
and thicker. The ground slopes up to your left and its looks
brighter in that direction. There's something unnatural about
this!

Go to 272.
80
The ponies tracks lead you down to a lake. You note how the
hoof prints have got further apart as you neared the water, as if
it were running from something. More hairy men? You scan the
trees and undergrowth but can't see anything that might have
spooked the beast. It's tracks run straight down to the waters
edge and disappear. It must have swum across.

If you want to swim across the wide lake, go to 362.

If you want to skirt the waters edge, go to 211.


81
You circle down a few more times. Before you reach the
bottom, you can hear huffing and puffing from further down,
someone is coming up. You tense ready for a fight if need be,
but it's a dwarf you know. Old Gareff stops as he draws level.
You know that Gareff is in charge of the armoury, it is he that
ensures all the weapons are rust free, that the wooden shields
are oiled and it is he that you ask permission of to enter the
Armoury.

"It's all gone!"

"What's gone?" You ask.

"The Armoury! A troop of the guard rushed through, just now.


They armed themselves and took all of the other weapons. The
king has ordered that all capable of carrying weapons must do
so!" With that he rushes up the stairs.

Go to 181.
82
As the last of the civilians turns their back and starts into the
woods, you can't resist a look yourself. Dropping to the ground,
you rest your tired legs and look back towards the mountain of
Dwarveholm.

Smoke rises from it. A dark black smoke leaking from every
chimney and ventilation shaft, an unnatural black smoke. You
can make out small figures on the sides of the mountain that
move in mobs, orcs. Your heart aches to see the home of
generations of dwarves succumb to filthy orcs. From the main
entrance emerges the great dragon, which starts climbing the
side of the mountain. You stare at the beast. It looks wrong to
see the creature walking calmly up the side of the mountain
while orcs swarm about. All your dragon lore says such a thing
is impossible. Dragons are raging wild beasts that treat all other
creatures as prey. How can this be?

Go to 169.
83
You turn to your left and start pushing your way forwards
through the grass in what you hope is a straight line. After
nudging gingerly through a thicket of the saw edged elephant
grass, you stop and take stock. It doesn't seem to be thinning
out, you have no idea if you're nearing the edge of this grassy
expanse or not.

To carry on in the same direction, go to 167.

To turn ninety degrees right, go to 339.


84
You lead the charge with Callum close on your heels.

Monster: Orcs Strength:3 Toughness:2 Speed:2 Health:3

Go to 122.
85
There is no time, to return to the wounded. The guards, must be
warned that there are orcs in the vicinity! You rush out into the
open and sprint for the gate.

Go to 67.
86
You quaff down the wine. It's not just wine! It tingles with an
unnatural warmth. Your vision blurs for a second and a wave of
well-being washes over you. This was some kind of magical
elixir! With a huge smile of thanks on your face you bid the
strange man farewell.

Statistic Change: Speed +1

Go to 128.
87
You smash the trailing orc to the ground and his cry makes the
other turn to fight!

Monster: Orcs Strength:3 Toughness:3 Speed:2 Health:3

Go to 278.
88
One of the corridors leading out of the hall is slightly brighter
than the others. It catches your attention as the light flickers.
Dragon glow?

Go to 61.
89
You continue down the tunnel for some distance when you
notice the roof getting lower and lower until the tunnel
suddenly ends. There is nothing for it, but to backtrack the way
you've come. Frustrated you turn about and start stomping back
up the tunnel.

Go to 297.
90
A fire has started in Trailkeep. You can hear the roar of the
blaze. There's also the noise of celebrating orcs within the
walls. You put some distance between yourself and the
pillaging horde.

In just a few days you have seen two outposts of civilisation,


your own home and Trailkeep, overrun and destroyed by the
forces of darkness. It has become obvious that there must be a
greater force at work than the random wanderings of orc tribes.

Go to 34.
91
A noise from the Captain's room draws your attention. For a
heartbeat you wonder if the Captain is there, but even as the
thought forms you know it's a vain hope. You sidle up to the
door and peek between the hinges. A large orc is kicking
through the remains of the furniture and collecting up discarded
caltrops. Your mind realises the caltrops could be useful. Once
again a bloom of anger rushes over you. You kick the door
open and charge!

Go to 383.
92
With Callum stepping quietly at your side you both move
carefully towards the voice. You peek over the top of a ridge
expecting to see an ogre, but there isn't one there. You share a
confused look with Callum, when a roar erupts from above. An
ogre leaps down at you from a higher ledge.

Monster: Ogre Strength:2 Toughness:5 Speed:4 Health:4

Go to 145.
93
Head down, arms and legs pumping you rush towards the
sound. You turn a corner and find goblins attacking the sturdy
wooden door of a house. A woman cries in fear from the upper
story window. You have to save her!

Go to 338.
94
You spot a cave behind the waterfall. Callum takes a step
towards it, his curiosity having taken hold, when a huge grey
cave bear bursts through the waterfall to attack you!

Monster: Cave bear Strength:3 Toughness:3 Speed:2


Health:3

Go to 343.
95
With the bats defeated you look about you. No living foes are
left. You can hear more bats and it sounds like they're getting
closer.

You dive into the nearby long grass hoping it will hide you
from the bats. You run for a couple of hundred yards through
the grass trying to put some distance between yourself and the
bats. When you ease to a stop you realise that you can't see
anything. The grass here is so tall that you can only see the sky
peeping through in a few places. Without the sun for a bearing
you’re somewhat at a loss for the direction to go.

To go left, go to 83.

To go right, go to 62.

Or to just follow your nose, go to 103.


96
You mingle with the other guards. They're slowly forming into
squads, a couple of the sergeants, who's names you don't know
are starting to get things organised. One comes over, and looks
you up and down.

"No shield, no helmet, no armour. I want you in the rear squad.


With so little equipment you can't stand in the front without
endangering others."

You move into line with other dwarves all equally unprepared
for battle.

Go to 50.
97
You set off after the mounted horseman, but the noise of
rampaging orcs reaches you from the nearby woods.

Go to 186.
98
Callum joins you at the window and explains that these are not
clouds but elemental trolls. A number of them live up here, high
in these mountains. You shake your head at his explanation, as
it's the first time you've ever heard of such creatures. It seems
almost inconceivable that a dwarf that has lived most of his life
in the mountains has never heard of such creatures.

Go to 246.
99
You kick an orc body into the river and watch the foul thing
start to slide out into the flow. You must hurry to the elves and
gather their aid. You find a trail leading slightly away from the
river and considering your run in with the rats and these dratted
orcs you start to think avoiding the water might be a good idea.

You follow the trail and will continue to do so as longs as it


goes the way you need.

Go to 392.
100
You curse the dragon, you curse its mother, its father and all its
kind.

Statistic Change: Health +1

"One less." Says Callum.

You give him a wry grin. "But there's still one more around
here that has to die."

You lead Callum on and find yourselves in one of the food


halls. You discover that the Orcs and Goblins have not
despoiled everything, on a table you find some smoked meats,
and you both take a bite or two.

Your eyes wander over the exits from the hall. One you know
leads to your father's quarters, the other to the lava lake. One
way might be heartache and despair, the other would surely be
the abode of a dragon.

To go to your father's quarters, go to 376.

To head to the lake, go to 61.


101
You soon find yourself back on a well used trail and meet a
wagon going the other way. A man is driving the wagon, and in
the covered area in the back you can hear a woman and a childs
voice. They stop to converse with you.

It soon becomes clear that they used to live in Trailkeep but are
leaving due to the number of evil creatures that have recently
made the area dangerous. When you ask where they're headed,
they say that Dwarveholm is their destination. They were
thinking that the rock walls there would keep them safe. When
you tell them of the fall of Dwarveholm the woman begins to
cry. The man thanks you for the woeful news, ponders for a
seconds, he will instead travel to the elven city.

Go to 373.
102
You stand in the grand hallway once again and a big knight
stands before you. He is shaking his head. "I have spoken to my
Lord and he will spare no elves to send with you, despite this
great favour you have done for our people."

Anger and frustration well up in you and a grunt of


dissatisfaction even escapes your lips.

"Remain calm my friend." The elf rests a hand on your shoulder


and you glare into his eyes. "Although my Lord will spare no
elves from our own troubles he has granted you a boon. Come
with me."

The elven knight leads you through a door and into what looks
like an armoury or perhaps a trophy room. A few weapons
adorn the walls. Each has a plaque beneath it with elvish
writing. The elf leads you past these and stops before a tall
cupboard. He opens it and your eyes fasten upon a warhammer
sitting on a cushion. The elf picks it up with reverence and
hands it to you. "This is the hammer of Tashque, forged by his
own hand and blessed by our own smiths long ago. It was said
to have been left in our care against a time when he should need
it. Yet Tashque has not returned and we think him dead these
many lives of dwarves. My Lord grants you this boon."

Item: Warhammer

You heft the hammer. It is a mighty weapon, light to hold, but


when you move it, it gains a great weight and strength. You
thank the elf with a deep bow.
Once outside you watch a great host of elves armed and
armoured for war depart from Gilathren, they must indeed have
troubles of their own.

Go to 10.
103
You follow your nose. The grass seems interminable,
constantly slapping at your face. You soon note with a little
concern that the ground underfoot is getting spongey, and when
you step into water you stop. This could the edge of a lake or
river. You push on a few more steps and realise when the smell
hits you, that it's not any sort of open water, but a bog.

To try wading through the bog, go to 52.

To double back, and go round, go to 386.


104
A little further along the beach you discover the wreck of a
homestead. It's too roughly made to be elven and too tall to be
dwarven, so must have been the home of humans. One wall and
the roof have been smashed open. Considering the trolls you
just fought, it seems likely that whoever lived here ended up as
troll-food.

Go to 70.
105
As you finish your part of the story a strange noise comes from
below the floorboards. You look to your host with a questioning
look. He looks back worried. When you ask about it, he shakes
his head, and tells you there is no basement!

With a roar and a cloud of dust the floor gives way beneath
you! You plunge helplessly into a deep hole under the house.

Go to 369.
106
With a curse you turn back up the corridor and head back
toward the Dorms. Fearing that your way may again be blocked
you run as fast as your burning and strained lungs will allow.
As you reach the doorway you slow and carefully peer into the
Dorms. You can't see the orcs that were there a few minutes
ago, but after a second you hear them. They're snarling at
something. Quietly you edge into the Dorms and start moving
towards the way out, staying behind the columns that line the
side of the room.

An orc appears at the far end of the hall, like you it is moving
behind the pillars. Almost instantly another orc does likewise
and in the same instant they see you. Their orc voices cry out
and they charge towards you. From behind you hear two more
orc kind answering the call. There is nothing more to be gained
from stealth. You dodge out from behind the pillars into the
main hall and sprint for the archway.

Go to 310.
107
You kick the body of the orc in disgust. A coin drops from its
purse and rolls across the floor only stopping as it runs into the
mailed body of a dwarf. You recognise the tunic. It is Gradage.
You ponder the meaning of this. You had left Gradage outside
of Dwarveholm, how does it come that his body now lies
defiled inside the mountain?

Go to 131.
108
Callum hold up a hand before his face and stares at it. You too
look close. There are tiny beads of blue light flickering across
his palm. Magic! Then you notice that the little blue sparks are
everywhere, running across your own body, up the walls, across
the ceiling and the floor. Some great magic is being cast close
by.

Go to 237.
109
As you cross the first of the hills a wolf howls in the distance.
Your pony is getting nervous. Your own fears start to build, and
you think there may have been truth in those old tales. Dare you
continue, can you afford to turn back? You kick the pony's
flank urging it onwards. There's no choice, your people need
you to succeed.

Go to 355.
110
You ask the child if there are any weapons or armour around
and she shakes her head, saying this was a farming community
not a warrior outpost. She starts digging around in the debris
beside the stone hearth and comes up with a flask. After taking
a sip she hands it to you telling you to drink. It smells sweet and
when you drink you feel invigorated, it must be an elvish
potion.

Statistic Change: Toughness +1

Go to 331.
111
As soon as you enter the cave you realise it's not just a cave, but
rather a tunnel that leads downwards. The reek of the beast is
stronger here, and the floor is covered with the sticky black
slime. With careful steps you advance down the tunnel
watching the walls and ceiling for hidden tunnel mouths or
alcoves where the beast might be hiding.

After thirty paces you reach a point where the tunnel branches
into two. The left tunnel smells worse than the right. You can
hear water dripping in the right hand branch.

If you want to go left, go to 379.

If you'd prefer to go right, go to 132.


112
You push yourself along the snowbound trail, wading through
deeper and deeper snow. When you're brought up short by wall
of overhanging snow. You realise that you must have reached
the ridge, the highest part of path. Alas the snow has piled high
and blocked you way. You curse the gods that seem to be
working against you. Going back is not an option so you must
go forward. You cannot climb the snow, so you must go
through. You start digging. An hour later you burst out of the
other side of the snow bank.

Go to 270.
113
After listening to the tradesman desperately trying to sell you
his wares for a few more minutes, you feel a wave of irritation
washing over you. Here you are, striving to reach help for your
people and this idiot is just slowing you down. You angrily tell
him to be gone and to leave you alone. He's taken aback by
your outburst and holds up his hands in a placating gesture.
Shaking your head in disgust you stomp off down the trail.

Go to 374.
114
The two orcs see you and immediately counter charge. They are
small for orcs, but with swords and shields they are still
fearsome.

Monster: Orcs Strength:3 Toughness:2 Speed:2 Health:5

Go to 33.
115
Determined to find the dragon and to kill it and all of those
responsible, you stomp angrily out of the room. A sudden burst
of insight has reminded you of the king's treasure room.
Dragons love gold so it makes sense that the dragon will be
where the treasure is.

You reach a crossing of corridors, one way leads to the treasure


room and another leads to lava lake. A dragon might well be
drawn to the heat of the lava, which way do you want to go?

To go to the lava lake, go to 61.

To carry onto the treasure room, go to 295.


116
You decide upon the shorter path, the quicker you reach
Gilathren the quicker you can make sure of your people's
safety. After some hours the forest you started from is far
behind, and the dirt road you were following has turned to stone
and gravel. The ground round about has also turned from the
green grass of the flat lands to the bare rock and moss of the
upper reaches.

Go to 30.
117
You crash in amongst the undergrowth searching for the herb.
If you can find it you can bind it to the wound and ensure no
infection will take hold. You curse loudly as you trip over a
root. Yet it was fortunate! You have fallen with your face in a
patch of the herb you seek, and avoided an orc arrow that is
stuck quivering in the tree next to you!

Go to 286.
118
You pass through the remains of a gate that was once part of the
village's defensive wall. A cry of challenge! Turning you find
five large orcs closing in. You all draw swords.

Monster: Orcs Strength:3 Toughness:3 Speed:2 Health:4

You've defeated three of the orcs but two have run off.

If you want chase them go to 340.

If you want to let them go, go to 16.


119
You drag the weeping Gradage to his feet. "You must live to
get revenge. On your feet Gradage!" He looks tearfully into
your eyes. Then the sound of Orcs getting closer startles you
both into action. You start running, picturing escape in your
mind and spitting oaths against the orc invaders.

You enter a wide open cavern. The walls are ornately carved
and tiled. The distant ceiling is illuminated by magical gems
that sparkle like starlight. This is known as the Rest Hall. On
other days Dwarves would congregate here to contemplate and
gain a sense of peace. Yet today it's echoing reflects not
peaceful thoughts and delightful cheer, but fear and hatred and
rough edged orc voices. Across the open space a fellow dwarf
strikes down a goblin with his axe, but even as you contemplate
joining him you see a mass of sword waving orcs pounce on
him and tear him apart.

Go to 170.
120
You to move into the middle of the hamlet. There may be
something you can salvage, a weapon or armour perhaps. The
first thing you note are the bodies of two orcs both with elvish
arrows protruding from the back of their necks. A smile edges
onto your lips at the sight of that.

In the barn you can see a number of badly burned bodies with
the burnt remains of the roof laying on top of them. They don't
look orcish, the bones are too straight, but you can't tell if they
are men or elves.

When you reach a doorway to one of the hutments, you hear a


whispered gasp from inside. You've surprised someone or
something. With a battle cry you leap through the doorway to
find a cowering elvish child. She's biting her hand and shivering
with fear in the corner of the room.

You've scared the poor girl. You drop your guard and smile at
her. You talk gently and calmly to her, trying to soothe her
fears. When she starts talking she tells the story of how orcs
came and killed everyone. She'd been outside in the woods and
hid high up in a tree, only coming down when they left.
Everyone she knows is dead. You tell her that you're going to
Gilathren where there are other elves. You ask, and she agrees
to go with you.

Go to 110.
121
The wolves are dead and once you regain your breath you have
a chance to hunt in the darkness for that glint of metal you saw
earlier. When you roll one of the wolves over you find that it
has fallen upon a half buried weapon. Brushing the dirt and filth
aside you reveal an old but very well made flail. An excellent
weapon for swinging over the top of a shield!

Item: Flail

You climb out of the hole and examine your find. You can see
the flail is very well made. You glance back at the hole
wondering how it came to be in there. Your best guess is that
some wandering soul was taken by the wolves.

Go to 150.
122
You gently hold Callum back from advancing into the hall. You
point out a couple of orcs at the far side of the hall. One is
sneaking towards the pile of gold under the dragon. He picks
something up, it's too far for you to see what it is. then the orc
turns to wave it towards his friends.

The dragon slowly turns its head so that one eye watches the
orc. When the orc realises he's been spotted he breaks into a run
for the tunnel where his friends are waiting.

The dragon's maw opens and a huge wave of boiling fire rushes
out washing over the orc and blasting into the tunnel beyond.
The roar of the dragon's flames drown out the screams of the
dying orcs. You step back into cover and pray that the
Dragonbane will protect you from such an end.

Go to 108.
123
As you're about to cross a stream you notice movement
amongst the reeds. Fearing an ambush, you kick the pony's
flanks with your heels and rush across the stream and up the far
bank. Turning in the saddle you notice a horde of goblins
emerge from the reeds waving their knives in anger at you. A
lucky escape!

Go to 389.
124
Your way leads downwards. The sound of dripping water
grows stronger as you descend until you arrive at the edge of a
dark stagnant pool. The surface of the water is only disturbed
by dripping from the roof. The tunnel continues beyond the
pool. You have no idea how deep it may be. You can see a
small ledge running above the water on one of the tunnel walls.

If you wish to try wading through the water, go to 21.

If you prefer to use the ledge and to avoid getting


wet, go to 75.
125
As you turn back to your path, there's grunt from below and one
the Ainu, the cannibal wild men, charges at you wielding a
wooden stave. He means to kill you for the pot!

Monster: Hairy Ainu Strength:3 Toughness:3 Speed:4


Health:3

Go to 394.
126
You fall back toward the center of Dwarveholm. Gradage runs
around a corner and you hear his wail of despair above the
noise of the chasing Orcs. As you round the corner you see the
reason for his cry. Laying amongst the bodies of their foes lie
many of your guard comrades. They have been viciously
mauled and defiled. There is a little grim satisfaction in the
number of Orcs they felled before falling themselves.

You don't have time to mourn for them, the Orcs are still
coming.

Go to 119.
127
It's starting to feel really cold. The mist left by the Wraith-Ape
has an unusual ability to penetrate clothing. It's part of what
makes them so dangerous. They cool you off, slow you down
and then attack! With that thought you speed up, jogging, until
you emerge from the trees and out of that awful mist.

Go to 101.
128
At the last possible moment before colliding with you, the
horseman reigns in his beast and spits a curse your way.

"Out of the way dwarf, I'm on King’s business!"

With a dent in your pride you answer just as gruffly.

"Feet before hooves is the custom amongst the civilised


peoples!"

He curses a second time and slaps his horse's flank with his
reins. The horse takes off at a gallop.

Go to 66.
129
You reach a short ledge and rest awhile. First you help Callum
up and then collapse to the solid rock. You spot a swift
movement out of the corner of your eye. A snake! A large
snake the colour of rock is about to strike at Callum!

Monster: Snake Strength:3 Toughness:3 Speed:4 Health:2

Go to 230.
130
A pier juts out into the water of the river and a line of soldiers
stand upon it, each waiting for chance to jump into one of the
many boats lined up waiting for them. A few small detachments
of soldiers are scattered as piquets around the line of soldiers
and the mob of civilians. The line moves slowly forwards as the
boats fill. A knight sits on his horse at the base of the pier and
you wander over to him.

Go to 228.
131
Your travels through your ravaged home bring you to the river
entrance. A grand name for spring that bubbles up within the
mountains and leaves from this gate.

An dead orc lies here. From its wound it appears that one of
your brethren clove his head from his body. The mouth of a
large sack is clutched in it's hands. You rip the sack free and the
contents spill across the floor. Caltrops!

If you want to collect the caltrops go to 312.

If you're not interested and want to ignore them, go to


280.
132
With a bold heart you step out along the tunnel. As the exit
disappears behind you and the light from outside fails, you
realise that the walls are glowing. Your dwarvish eyes soon
adjust to the lower light levels. Were it not for the foul smell,
the black slime underfoot and the sure knowledge that a beast
waits for you ahead, you might feel quite at home here.

Go to 124.
133
You edge around the wall, feeling out each step in the darkness.
A little light filters in through the entrance but seems almost to
disappear as soon as it passes the threshold. In an instant your
foot touches something soft and there is a gnashing of teeth at
your feet. Something just tried to bite you but missed by a hair's
breadth!

Go to 20.
134
As you stealthily enter the dark tunnel you hold your breath and
strain your ears for the source of the sounds. One step, two,
three. With a roar an Orc leaps at you from out of the dark.

Monster: Orcs Strength:3 Toughness:2 Speed:2 Health:3

Go to 265.
135
You stamp your way through the snow towards the hut. As you
get closer you can see a door and a shuttered window in the
front. The door is standing slightly ajar and there is darkness
within. Being cautious you circle around behind the hut before
approaching the door. There does not appear to be anyone
around, and no other entrances into the hut.

Returning to the door you push it open while calling "Ho."


There is no answer. Pushing the door wide you enter the hut
proper. It's very dark.

Go to 326.
136
A huge goblin leaps at you from a doorway.

Monster: Goblin Strength:2 Toughness:2 Speed:4 Health:2

Go to 6.
137
As soon as you start moving the sound of the battle intensifies.
You can hear screams amongst the clash of arms. People are
dying! Turning a corner you enter into a battle ground. The
outer wall of the city has collapsed. A troll stands amongst the
rubble and bodies of orcs and men. The troll sees you and raises
its gore covered club!

Go to 324.
138
You remember how good the potions from the stone city made
you feel and consider how tired the fighting and mourning have
made you. With a grunt, you drink down the potion, and
instantly feel vitality flow through you.

Statistic Change: Toughness +1

Go to 57.
139
You run as hard as you can for the other end of the gully. The
roaring and crashing is deafening. The far end of the gully
seems a long way off. You dare a glance over your shoulder
and even as you turn your head, you're bowled over by the
onrushing water. Beneath its surface you're turned over and
over. Pain erupts in your leg and you scream, the water rushes
into your mouth drowning the sound.

Statistic Change: Health -1

After an air-starved age you finally breach the surface, and with
a couple of strokes drag yourself to the side of river. River!
This was dry ground a moment ago! Your knee is gashed and
bleeding. With a grunt you bind the wound with a strip of cloth
torn from your garments.

Go to 185.
140
Walking, walking, walking. It's starting to feel like you've been
walking for days. You've made this journey once before, in
happier times, when the pressure of urgency was not weighing
you down. That journey had seemed to fly by, whereas this one
seems to be taking so much longer. There are woods ahead that
will at least offer some shade. You're feeling so very tired. Your
mind wanders as you walk, and you imagine a small comfy
grass lined bed in between the roots of a tree.

You stumble over a stone on the path and realise you'd closed
your eyes, sleep is overcoming you.

Go to 325.
141
Your path lies along a stone strewn track. For mile after mile
the gravel crunches beneath your iron shod boots. At one point
banks appear at either side of the trail, it's obvious that this
would be a good place for an ambush by orcs or even common
thieves.

You climb out of the trail and instead walk along the higher
bank, all the time keeping your eyes open for marauding orcs.

Go to 247.
142
You sit back in the boat and rest as the water takes you down
stream. You pass a couple of small hamlets set back from the
river, both appear empty or abandoned and that is a bad sign.

Go to 41.
143
Goblins! The reeds are alive with the foul spawn. They rush at
you in a mass, all wielding the daggers that their race favours.

Monster: Goblins Strength:2 Toughness:2 Speed:4 Health:7

Go to 389.
144
You step into the stream and the cold water instantly chills your
feet. The footing feels firm and solid. It seems the constantly
moving water has washed away any loose stones. You start
making good time up the stream bed. You can hear splashing.
The cause of the noise is soon revealed as a water fall. From a
height of thirty feet water is falling in a frothing white cascade
into a pool. The water runs out from the pool to form the stream
you've been climbing up.

Go to 94.
145
You continue on your way, and stop to examine a glowing
stone set upon a carven pedestal beside the path. Callum
explains that it is a way-marker. He leads you on and you pass
more of the markers.

Go to 195.
146
You dispatch the wolf, and crowd sits in stunned silence. A
hundred pairs of eyes stare at you. The wolf obviously was a
favourite of these people. One person, starts clapping. It's
Callum! Then others join in and soon the whole crowd is
applauding. The man comes to lead you out of the arena.

Statistic Change: Strength + 1

"Old wolfy, they call him. I mean, called him. He'd killed many
a brave fellow. But no more I guess." He offers you a swig from
another flask and you instantly feel your strength returning, you
feel invigorated by it.

If you want to leave the hall, go to 357.

If you want to find a place to rest, go to 206.


147
Getting some food down makes you feel better still, and you
start to relate some anecdotes commonly told in the food hall in
Dwarveholm. You speak of arguments over the best ale or the
best cakes, but in the end you drift into silence as this reminds
you that the dragon and orcs are now wandering those halls.

Statistic Change: Toughness +1

Go to 293.
148
A pony wanders riderless a few yards away. It appears lost, the
pack it was carrying has slipped round and now hangs
underneath it, making it very difficult for the creature to walk.
After watching for a second or two you grab the reins. You'll
find Thaddeus quicker on pony back.

Go to 239.
149
The library turns out to be a rather unimpressive hole in the
wall. A few steps up the rock face to an open doorway. Once
inside you find yourself in a narrow corridor with many other
corridors radiating off. Both walls of all these corridors are
lined with wooden shelves on which are sitting thousands of
parchment and vellum scrolls.

If you want to start by searching for dragon related


scrolls go to 203.

If you prefer to browse, go to 188.


150
You get well clear of the hole, and as you put distance between
yourself and it, you realise how foul the air was in there. The
freshness of the gentle breeze is invigorating. You give a little
yawn and even stretch your arms to work out some kinks from
the muscles. You eye the sun to get your bearings and set off.

Go to 185.
151
Callum looks at you. "How is your head, for heights, I mean?"

"I can climb when the need arises." You say back.

Callum smiles. "Follow me."

Go to 350.
152
Grabbing a light jacket from the beside the door you shrug it on
as you take off down the corridor. Other doors are opening as
you pass, your comrades in arms are waking. Much like
yourself they are bleary eyed and confused. You repeat the cry,
"To Arms!" as you pass.

Go to 156.
153
Just when you think you've left the last of the snow behind, a
nearby snowy hummock suddenly moves. In fact it rises up tall,
furry and bipedal. Huge claws swipe at you. Another yeti!

Monster: Yeti Strength:2 Toughness:5 Speed:2 Health:4

Go to 140.
154
A little further on you find a shallow cave in the side of a huge
outcrop of rock. The walls have been carved with intricate
patterns. On closer viewing you realise the patterns match the
tattoos that covered the witch. You carefully back away, the
witch may have cast powerful spells of protection or perhaps
curses upon this place.

Go to 79.
155
You slash your way forwards through the tall grass. A patch of
saw-grass slices your hands open and you start to curse all the
gods of grass!

Go to 291.
156
Reaching the stairs at the bottom of the tower known as the
'look-out', you can hear the clanging alarm-gong louder from
here. It's ringing is echoing down the spiral stairs. Without a
pause you mount the stairs. Your shoulder rubs the outer wall
as you circle your way up the steep staircase. There's a flash of
yellow light from above swiftly followed by scream of pain.
You make one more turn around and find a fellow dwarf
shuddering on his knees. His clothes and hair are smoldering.
With a final gasp he falls on his back and you can see his face is
raw and burned.

Go to 244.
157
You look a little suspiciously at the pony. You have only ever
ridden a beast once before and it was not a happy experience. A
dwarf with his feet on the ground is a rock. A dwarf with his
feet in the air... is not. You thank the knight as he gives you
directions. Then very carefully mount the pony.

Go to 123.
158
You escort the pair towards town and as you walk she relates
her story. She had left the cottage to milk their cow in a nearby
field. She heard the orcs long before she saw them. She'd taken
her son and hidden in an overgrown stream. The orcs had
rushed by, slaughtering the cow as they passed. They headed in
the direction of her cottage and as she had feared, they
destroyed it. Now she has nothing. She mentions that she has a
cousin in the city.

You pass through the last of the trees and see the city gate
before you.

Do you want to report the roam orcs to the captain, if


so go to 64.

If you want to escort the woman to her cousins house,


go to 13.
159
The whiff of smoke you spotted a little earlier has led you to the
cottage of the mystic, Thaddeus. You're not impressed at what
you see. You'd had assumptions that the man might live in a
cave or in a ring of stones perhaps, maybe that the place would
be adorned with skulls, but there is none of that here. It looks
like a rural cottage and in which any farmer might make a
home.

A young looking man comes out and greets you. You bow in
return.

Go to 217.
160
You're shown into a dormitory. Cots line the walls, but there is
no one else here. Every cot is empty. You sit alone on a bed for
a while before a hearty meal is brought in to you. You tuck into
the food and soon the plate lies empty.

Go to 229.
161
You start down the side of the valley heading towards a whiff
of smoke that you see in the distance. With luck that'll be the
home of the man you seek. You have to cross cultivated land to
get there.

Go to 159.
162
As you crack open the door the first thing you notice is a waft
of smoke and a burning smell. Tentatively you push the door a
little wider. One of the dwarven women behind you gasps and
whispers the word "Sulphur." You realise she's right, a hint of
sulphur is in the air. You carefully put an eye to the crack in the
door trying to see if any orcs await you outside.

Go to 330.
163
You take a few cautious steps along the way, it happens to be
going in the general direction of the smoke anyway, while you
ponder this new development. It is likely that the orcs and their
allies plundered the surrounding lands before reaching
Dwarveholm, so this could be the remains of some village.

Go to 190.
164
You turn another corner and find yourself in a flame blasted
hell. The floor is littered with the burnt remains of many of
your dwarven brothers. Their bodies are burnt to the bone and
their weapons and mail melted around them. For a moment
your heart quails at the thought of facing the dragon. Your
fingers brush the Dragonbane armour, will it be enough?

Go to 61.
165
Although bigger than you, they are small for clouds, and
strangely dense too. The two clouds come together and lighting
sparks where they meet. The clouds rage past the window and
you can see or almost see, solid shapes within battling with
each other. The battle continues as they drift slowly past and
away.

Go to 98.
166
At last you take the final few steps of your journey down the
sloping ground and arrive before the gate of Trailkeep. Yet no
friendly welcome will await you. There are men, soldiers by
their uniforms, standing before the gate with spears held ready
in their hands. A trickle of civilians are heading through the
gate into the city beyond and they all look nervous.

"What do you want here master dwarf?" The speaker is


obviously the leader.

You start to explain when you hear a clamour from behind you.
From the nearby trees rushes a wailing war party of orcs!

Go to 176.
167
You push through the grass and soon notice that the ground
beneath your feet is rising slightly, then it suddenly gets
steeper. A hill! You confidently head uphill, the grass getting
shorter as you climb. Very soon you emerge near the crest of
the hill. Behind you stretches a sea of grass. The wind is even
brushing the top of the grass making it look like waves.

Go to 384.
168
The river crossing is really a simple muddy ford, but fortunately
for you there is a small boat here. The owner of the boat is
nowhere to be seen, and considering your need, you feel
justified in borrowing it. You untie it from the bank, climb in
and start rowing yourself downstream towards Trailkeep.

Go to 44.
169
You turn your back on Dwarveholm and follow the civilians. In
a clearing a gathering is taking place. There are few other male
dwarves there, only those too old or too frail to fight, but the
gathering is centered on them. You push gently through the
crowd to reach the inner circle.

A white bearded dwarf by the name of Fenchton is addressing


the gathering.

"We have been bested and we have no home to return to. It's
clear that we cannot stay here. Soon orc scouts will be ranging
across our lands seeking any that escaped Dwarveholm, they
will find our trail." He looks at the people gathered around and
his eyes stop when they reach you.

"There are too few of us make a stand, and too few weapons.
The weapons we do have will not stand against a dragon."

A woman steps forwards. "We women can fight, we only need


weapons."

Fenchton waves her back. "We are too few! We need to find
shelter, protection and food. In short we need a temporary
home, somewhere to build our forces and join with our fellow
dwarves until we have the strength to take back Dwarveholm."

Go to 242.
170
Rushing through the Rest Hall, you leave the mass of Orcs
behind. You have no idea if they saw you. You dare not slow
down, it could be fatal. You must find a company of dwarves to
stand with or keep running.

You race through the opposite archway and into a long wide
hallway known as the Dorms. Low pallets populate the small
alcoves that line the walls. It is here that an old dwarf would
come to rest his weary bones, or the sick would recuperate.
Today all of the beds are empty.

Half way along the length of the Dorm you see two orcs appear
in the doorway you had planned to use.

If you want to fight your way past the two orcs, go to


114.

If you'd rather take the small passage you know exists


to your right, go to 378.
171
The sergeant leads you away. You exit the building and the
follow the sergeant to a wide low building. As the doors swing
open you're greeted with the smell of dust. There are many
desks and many scriveners at work behind them. You're led to
the first desk on the right where an ancient looking elf sits.

"Captain." says the sergeant.

The elf behind the desk looks up from his writing. "Yes?"

"This dwarf wishes to see the Lord."

"Very well, leave him with me."

The sergeant salutes and marches off leaving you standing


before the desk. The elf looks you over and gestures to a nearby
bench. You sit. The elf goes back to his writing and as time
passes you get more and more impatient. Lost time could be
costing dwarf lives, and you're being made to sit and wait. Just
when you're about to explode in anger, the elf sets down his pen
and indicates you should follow him.

Go to 371.
172
You take the path upwards. The trail leads to and fro as befits
the wandering of slow herbivores. At the top of the low hills
you look back. The plain and river disappear into the distance
back the way you've come. It's been a long journey and it's not
over yet! With a sigh you turn back on your way.

Go to 264.
173
You both climb the lower skree. It's hard work, every two steps
up is followed by a slip one pace downwards. Yet you reach the
base of the rock and start your climb. The rock face itself, is a
relatively easy climb. The rough surface has many hand and
foot holds. It's like climbing a poorly made ladder!

Go to 129.
174
You pour the dirty bloody water from the bucket into the street
and push the bucket back into the well. The weariness is still
with you, as are the sounds of distant battle. With a tired gait
you walk through the hole in the wall made by the Troll. You
can see many boats on the river and decide to investigate.

Go to 130.
175
Just as you're about to cut the last rope a man appears on the
bank near the first rope. He's waving his fist and appears angry.
You nod to the man and cut the last rope. He starts jumping up
and down and cursing as you drift downriver.

Go to 142.
176
The soldiers instantly raise the alarm, the gate starts to shut, the
soldiers bravely stand their ground, giving the gates a chance to
close. They ready their spears to receive the charge and you join
the end of their line. A large orc seems to have picked you as an
opponent!

Monster: Orc Strength:3 Toughness:2 Speed:2 Health:3

As the other orcs run for their lives along the line of the city
wall you look around.

If you want to give aid to the many wounded, go to


353.

If you want to chase down the last of the Orcs, go to


180.
177
With the last of the goblin horde dead at your feet, you are lead
from the arena and once again you're offered a drink from a
flask.

Statistic Change: Speed +1

"You entertained the crowd very well tonight!" Says the man
offering you a drink from a different flask. You take a couple of
deep swigs between gasping breaths. It's definitely a magical
potion. A feeling washes over you, but can't quite identify what
it is. Callum joins you and claps you on the back. "Well done!"
With that he leads you out of the hall.

Go to 357.
178
After many minutes his speed of sale blather trails off, caused
by a combination of your incalcitrance and him running out of
breath. Soon he gives up on trying to sell you his wares. It's
your turn to speak!

You tell him of what has happened to Dwarveholm and how


there may be orcs in the vicinity and how you are travelling to
the elves to seek aid. You can see the speech of orcs has made
him nervous. He suggests that you might like to accompany
him to the nearby elvish village. You'll both be safer, he says,
when travelling together. As it appears that this village is on
your way, you agree to the idea and start by helping him hitch
up the horse.

Go to 299.
179
A roar comes from behind. As you turn you see Callum
crashing against the wall. A huge troll has smashed him with a
club!

Monster: Troll Strength:2 Toughness:5 Speed:4 Health:4

Go to 262.
180
You race after the remaining orcs, determined to stop them
causing further mischief. They slope around a corner in the
wall, and when you turn that same corner you see them
pounding on a side gate. Now is your chance to attack them!

Go to 187.
181
You rush down the last few steps into the armoury. The walls
here are normally lined with shields, axes, pole-arms, shields
and stands of armour, but now it's empty. You had hoped to get
a shield, axe and armour, but all that is left are empty racks.

Item: Sword

As you turn to leave a glint from behind an arms rack catches


your eye. Some piece of metal has reflected the torchlight. You
rush quickly over and pull the rack aside. Revealed is the last
weapon, a sword. You pick it up and judge its heft. A little light
and a little short for your liking, but much better than nothing!
You look around for a scabbard and belt but see none. What
you do notice is a door to the disused guardroom. Perhaps there
is a scabbard in there.

Go to 364.
182
Lowering yourself over the frozen edge of the cliff, you
immediately start to think this may not have been such a good
idea, it's a long way down! For the first half of an hour you find
the going pretty good, you're always able to find a hand or
foothold. Inevitably your luck doesn't last. You've reached a
ledge and after looking all around there is no way down from
here except to jump. Such a jump would kill you.

With a curse you start climbing up the way you've come until
you find a route that allows you to transition sideways across
the face of the cliff. You start heading down again.

All at once you realise you've climbed down far enough to


leave the snow behind, and then realise the ground is only a few
feet further. You jump the last three feet to land gracefully on
the scree at the base of the cliff.

Go to 140.
183
There are at least a hundred dwarves in the hall. The captain of
the guard is shouting orders and dwarves are starting to listen.
The general hubbub dies away and you can hear what he's
saying.

"... to my right. Guard dwarves to my left and form ranks!


Civilians to the right. All civilians unable to bear arms are to be
evacuated by the secret back door. I need an escort for the
civilians, any volunteers?"

You look at the Guards forming into their ranks then over to the
unarmed civilians.

If you want to join the ranks of the guards, go to 96.

If you want to act as escort, go to 219.


184
Walking in the near dark your foot kicks something hard that
bounces across the floor. Bending down to inspect the
something, you discover by the faint light of the luminescent
walls a skull. It appears to be elvish. A quick search soon
discovers many bones and four more elvish skulls. All of the
bones appear totally clean with no sign of tooth marks. Strange.
Are these the bones of sheep herds or warriors? A few more
paces brings you to a second fork. One of the two tunnels
appears to be leading upwards and you can just detect the sound
of something scratching or scrabbling. A rat perhaps, or the
beast? You can detect no sound or movement from the other
tunnel that leads downwards.

To head upwards go to 69.

To head downwards, go to 60.


185
You find a graveled pathway and start to follow it. After a
while you realise that the soil round here is just a thin covering
of earth over an underlying bed of gravel. The path you're
following is simply a well used track where the soil had been
trodden off. You spot an unusually large print beside the path
and stop to examine it. The print is pressed down into the hard
soil beside the gravel, it's larger than your outstretched palm
and has three toes. Indentations in front of each toe indicate
large claws.

You look around suspiciously wondering what type of creature


has such a track. After assuring yourself that the producer of
this spoor is not in the immediate vicinity you start moving
quickly hoping to leave the area before the creature comes
back.

Go to 311.
186
The horseman is suddenly thrown from his horse as it rears up
and starts backing away from the gates. You almost trip up on
the cause of the horses rearing. Caltrops have been scattered
across the ground. Reaching the knight you help him to his feet.
"I heard orcs in the woods, they're coming again!" The knight
looks that way obviously worried. Then the sound of battle
comes from within the city walls! The knight looks that way
torn by indecision. You decide to take the lead and charge
through the gates. Inside you find that a troll has broken
through the city walls!

Go to 324.
187
You plunge in amongst the orcs your hands bringing death left
and right..

Monster: Orc Strength:3 Toughness:2 Speed:2 Health:3

You can see smoke in the distance, a pathway from the side
gate leads that way.

If you want to investigate the smoke, go to 323.

If you want to go through the gate and climb one of


the gate towers, go to 47.
188
You spend a few minutes wandering idly up and down the first
corridor until something catches your eye. You unroll the scroll
and discover it's a treatise of how to best make use of melee
weapons and how to focus the momentum of each type of
weapon. It gives you a few ideas.

Statistic Change: Speed +1

Go to 313.
189
Considering the time you'll lose by manhandling the boat
around the obstruction you opt for the quick and easy answer.
You unsheathe your knife and start cutting your way through
the ropes.

Go to 175.
190
You edge slowly through the woods heading towards the rising
smoke. After a few minutes your nose catches a whiff of the
smoke mixed with something else. With a sense of horror you
realise that other smell is blood. This puts you on your guard,
blood means there's been killing. Creeping through the bushes
you see the source of the smoke, a burning hamlet.

A barn and a few hutments, which from their build you take to
be elvish, are smoldering. Two are burnt almost to the ground.
The barn's roof has gone, but the walls still stand. One of the
huts is fire damaged but appears largely intact. You watch for a
few minutes but there are no sounds. No people or animals
show themselves.

Go to 120.
191
The old man climbs slowly to his feet and gestures for you to
follow him. In the corner of the room is a pile of furs. He uses
his stick to knock aside a few of the furs before he gets annoyed
and calls for the young man.

"Callum, move these furs will you. I'm too old to go digging
through them." The young man rushes over and starts throwing
the furs across the floor, until a gleaming set of armour is
revealed. "Ahhh. This is the Dragonbane."

You laugh out loud and look at the old man. "I had feared I
would have to travel far to find and win the Dragonbane."

"The runes had foretold of the need, so I sent young Callum to


retrieve it a while ago."

You turn to Callum. "Did you have far to go?"

"Not far. A two week journey. It took me a long time to recover


from my wounds."

You query him about these wounds, and Callum tells a grand
story of fights with a multi-headed hydra that guarded a golden
horde and of how he defeated the creature...and left the horde.

Go to 257.
192
The witch considers what you've said and waves his hand
around over your head while chanting. "Your future is
confused, death waits for you along many paths, yet this I see
clearly. When you are torn between the bridge and the treasure,
seek the treasure." The witches eyes are shut as he speaks. You
want to ask him more but he suddenly disappears. You look
around but there is no sign of him.

Go to 18.
193
You're soon within the sound of the inland sea, you can hear the
waves crashing ashore. When you emerge through some
particularly tall crags you find yourself on a beautiful sandy
beach. You edge your pony down the short skree slope and onto
the sand. For a couple of minutes your journey becomes rather
nice, but it's not destined to last!

Go to 26.
194
You slip into the undergrowth which is fortunately quite tall
around here and move away from the path. You emerge into an
area of shorter grass that appears to have been cropped by many
herbivores, horses perhaps.

Go to 328.
195
You walk a short way, threading between tall rocks and there
before you is a sight to warm you heart. Carven into the
mountain face is a stone city. Hundreds of windows and doors
cover the rock face.

"We must pass beyond the city, come, let us hurry." Callum
leads you towards a gateway.

Go to 306.
196
With a huge thump the orcs and wolves crash into the men
smashing the line apart. Men, wolves and orcs break into
separate battles, all sign of organisation dissolves. You slay one
orc only to face a wolf and when you bring that beast down
there is another orc charging you. The men are falling too, in
one quick glance you see that over half the men are already
down and there are more orcs coming!

If you stay here you're all dead. You bring down another orc
and shout. "To the gate!" You start to edge your way back to
the gate. Even as you wonder at why it hasn't been shut, you
give thanks that it isn't.

Go to 332.
197
The women and children have got a good distance in advance
and it takes you a long jog to catch them up. You're starting to
feel tired beyond measure, your mind flicks back towards your
bed from which you were so rudely awoken this morning.
Finally you catch up with the trailing women.

Go to 321.
198
The flight is exciting, thrilling and scary all at once. After a few
minutes of wide eyed staring downwards you dare to turn your
eyes upwards and take in the huge vista of cloud and sky. It's
surprisingly beautiful, you hadn't expected that. After a while
the gentle oscillations of the beast’s flight lulls you to sleep.
You nod once and in a brief panic bolt upright. Callum
reassures you. He's taken many a ride such as this and fallen
asleep. He gestures to the rope and leather braces that tie you
securely to the saddle, you cannot fall. And so you once again
drift into asleep.

You wake to find that your aerial mount is circling and


descending. The mountain of Dwarveholm is not far away but
the animal is not taking you directly there. Instead you are
heading down to an open space of green field next to a burning
village. You recognise it. It's the dwarven farming village of
Hardston.

When you dismount, the creature immediately leaps into the air
and is gone, heading upwards and back towards its home.

Go to 118.
199
You step into the tunnel and after a few breaths find it opening
up into a large cavern. A piping almost whistling sound is
coming from the beast! It's a huge amorphous blob. It rolls
towards you, eyes and mouths forming seemingly all over its
body!

Monster: The Beast Strength:6 Toughness:2 Speed:4


Health:6

Go to 333.
200
Callum leads you to what looks like a solid wall of rock. You
ask why he has lead you to a dead end. He smiles in return and
indicates you should follow him. He takes a few steps and then
tells you to turn round. You give a little gasp. From here you
can see a crevice that was previously invisible. Inside the
crevice are carved steps. Callum explains that these were carved
by a kindly dwarf many years ago, as a favour to his father.
You both start up the stairs and arrive at the top on a small open
terrace. Immediately you hear evil voices from both possible
directions.

To head towards the Ogre voice, go to 92.

To head towards the goblin voice, go to 45.


201
After scouting the far shore for... something, you stop and try to
remember what you were looking for. After a minute or two of
bemused thought, you decide to follow a stream that leads away
from the lake.

Go to 193.
202
Shortly after passing through some particularly thick
undergrowth you hear the growl of something big very close
by. You freeze. When the growl isn't repeated you push
forwards until you emerge unexpectedly onto an open hillside.
As only manage to take few steps away from the undergrowth
before a crashing sound makes you turn back.

Two enormous bears have appeared to either side of the point


where you left the undergrowth. It seems odd that two bears
would be on your trail. You think it even odder when they
charge towards you! You run headlong up the hillside, running
for your life.

Go to 266.
203
You wander the corridors for quite some time before you come
across a scroll relating to dragons. When you open it, you find
it's filled with the gathered Lore of dragons. The script is
written small, and the scroll is long. After much study you find
a section indicating the weaknesses, such as they are, in how
dragons fight. This is useful information!

Statistic Change: Strength +1

Go to 212.
204
At the next stream you stop for a drink and as you bend over
the water you hear a horn blowing in the distance! You jump to
your feet and look towards the sound. The sky in that direction
has a slight haze of smoke. You've seen that effect before, a
town, with the smoke from hundreds of chimneys rising
together. It must be Trailkeep!

Go to 373.
205
You turn the pony towards the distant hills. Is this a wise
choice, you wonder? You've heard many fearful tales of the
wolf band hills. You're hoping they were mere childish
fantasies.

Go to 109.
206
You look for a place to rest and think, and finding a free bench
you sit for a while. Callum appears and hands you an apple.
You nod your thanks. Callum points out a number of spiders
that have made their nests in the rock wall above your heads.
He says he admires them, for being able to make their home
anywhere.

"Are you already missing you home lad?" You ask. He nods.
You take a quick bite out of the apple, and say. "Then we had
best hurry on, so that we can get you back there."

Go to 147.
207
You spy a dense area of trees and bush beside the riverbank
ahead. A vague shape appears behind the foliage. After a long
careful stare you think that it might be a building.

The possibility that it may be a boat shed gladdens your heart


and speeds your feet. You rush towards it. As you push through
the outer bushes you realise with dread that what you saw was
not a building but a massive construction of dirt. Its a river-rat-
hive! In an instant a thousand rats leap on you from the burrows
in the ground and from the trees!

Monster: Rats Strength:1 Toughness:4 Speed:6 Health:6

If you want to swim across the river hoping for better


luck there, go to 282.

If you continue on this side, go to 304.


208
You charge into the room. There's a flash, as darts of raging fire
shoot at you from the wizard's fingertips.

Monster: Orc Wizard Strength:5 Toughness:4 Speed:4


Health:5

Go to 8.
209
After a long hard walk you find yourself with a decision. The
path wanders into a line of trees, but just here there's a small
stream rushing past your feet, obviously fed from some higher
lake. The stream bed looks like a straighter and therefore a
quicker route to the saddle of the pass.

To follow the trail into the woods, go to 73.

To follow the bed of the stream, go to 144.


210
You cross the open area and walk boldly through the archway
of the imposing building into a courtyard. There are doors on
all four sides of the courtyard, the biggest and most impressive
being a pair of large white wooden doors that stand at least four
times your height.

Go to 320.
211
You set off around the lake, hoping to pick up the ponies trail
on the far side.

Go to 285.
212
Amongst the scrolls you discover a book about goblins. You've
seen books before but much prefer the more traditional scroll.
Books are so unwieldy! None the less you open the book.
Inside you find a lot of information on goblins, things you
hadn't even dreamt of. To you they have always been nothing
more than foul beasts, but in these pages you learn that they are
actually organised, with family groups and even industry!

Statistic Change: Toughness +1

You read on, absolutely fascinated by the text and soon get to a
section that explains about their weaknesses and fallibilities.
You store that information away in your memory for use later!

A sudden bellowing noise reverberates along the corridor.

If you want to look out of a balcony window at the


end of the corridor, go to 232.

If you want to and look out the door, go to 15.


213
You tell this elvish knight in simple terms that your people need
their help and need it now. You demand to see the Lord, you
demand that you see him now.

The knight summons a liveried servant. "I'll see what I can do."
Then turning to the servant. "See that this dwarf has a bed and
food, he may have to wait a while." With that statement the
knight leaves.

Go to 160.
214
You edge a little closer to the entrance and peer into the
darkness. You can't see any animal but you can hear it. The
growling noise gets louder. A glint of light reflects off of
something further back in the darkness.

Go to 43.
215
You leave the guard room and head down the short corridor that
leads to the Greeting Hall. As you turn a corner you're almost
bowled over by three orcs!

Monster: Orcs Strength:3 Toughness:2 Speed:2 Health:3

Go to 251.
216
You watch the woods carefully trying to discern any other sign
of that group of wolf riders. A minute passes, then another
before you spot movement. Your eyes go wide when you
realise what you're seeing. It's another pack of wolf riders, and
heading this way! A quick glance over the side of the tower
shows the gate below is ajar!

Go to 252.
217
The young man is the son of Thaddeus. He leads you into the
cottage and there you find the mystic. He looks much older than
you remember, but then you muse, humans live for such a short
length of time.

The old man asks you to sit, offers you a warm drink ladled
from a pot by the fire and only then asks why you have come to
see him. You tell him of the horde of orcs that attacked your
home, and of the dragon in league with them. He nods, as if he
had expected such news. Then you refer back to the time
Thaddeus visited Dwarveholm, and how he had mentioned the
Dragonbane.

"I seek the Dragonbane, can you tell me where it may be


found?"

Go to 191.
218
You lead the men towards the gate, planning to use your
combined muscle power to close it. Yet when you hear wild orc
yells and the thunderous pounding of many wolves close
outside you realise there's no time to close the gate!

Go to 196.
219
Pushing through the slowly dispersing crowd you reach the
Captain and offer your services as escort. He looks sternly at
you. "You'll be on your own. Guard them with your life and
stand your ground if needed while they escape. There are
hundreds of orcs attacking the doors. Be strong."

With that he points across to the women and children and nods
that way indicating you should get moving.

You head that way and shout your own orders. "All civilians
follow me to the back door! All civilians this way, follow me."

Go to 398.
220
You emerge from the grassland to find yourself at the mouth of
a cave. By the smell of it, this is a troll-hole and you quickly
run on. Only a fool stays anywhere near the home of the troll.
An angry troll is a fearsome combatant, but when defending
their hole, they become a raging force of nature.

Go to 236.
221
You give the elf a stern look. Inside you're torn between the
urgency of your mission, and the demands of honour in
repaying this kindness. "I will face the ogre, if it can be found
nearby."

He smiles back at you and puts a map on the table. He shows


you that the ogre is encamped a very short distance away. You
swallow the last of the food and set off immediately.

Across a stream, through some trees and you smell it. The ogre
is sitting in front of a fire surrounded by the remains of many
consumed sheep.

Go to 63.
222
A robed man appears at your side and demands to know what
you just did. You give him a hard stare and tell him of the herb.
The robed man peers beneath the bindings, then praises your
quick thinking and good work before rushing to another injured
man.

A patch of rising smoke in the woods to your left catches your


eye. If something is burning it's likely that the orcs have started
the fire. Someone could be in trouble, you head for the smoke.

Go to 354.
223
You soon find yourself climbing out of the mist. The ridge you
find yourself on is not very high, but it does afford you a view
over the top of the trees, where the Wraith-Ape attacked you.
The sun feels warm here, and it's only now that you realise how
cold the mist had made things.

Go to 125.
224
You head up the corridor towards the sound of clashing arms. A
grim smile slides onto your face when you hear Gradage grunt
and start following you. As you round a column you see orcs
slaying a fellow dwarf. With a bellow of rage you charge!

Go to 58.
225
You lead and Callum follows as you make your way up the
winding trail. The pathway is treacherous and each time either
of you slips a cascade of small gravel and rock pours down the
mountain side.

Go to 209.
226
The door opens and immediately a pack of small goblins
swarms out, each armed with a short sword and each wearing a
different piece of armour.

Monster: Goblins Strength:2 Toughness:2 Speed:4 Health:6

Go to 177.
227
You rush back to the wounded man clutching the special herbs.
You ease up the bindings and slip the herb behind them. He
groans, but grasps your hand in thanks.

Go to 222.
228
The knight looks down at you. "You chose a bad time to visit
us."

You nod sadly. "Indeed, and I came seeking help for my


people. We too were attacked."

The knight looks towards the city with damp eyes. "I fear there
is no hope nor help for you here. We have been bested." Then
he looks back at you. "It appears you've been fighting here to
aid us."

"A little."

Go to 274.
229
Looking around the dormitory you realise that you have been
sidelined. Oh they've been friendly enough but giving you place
to sleep is quite indicative. They expect you to wait overnight,
at least. Another day gone!

Not sure of what is the best thing to do, you start to wander. In
one hallway you look out the window upon a beautiful garden.
Beasts are wandering around the garden. You see dogs, a wolf,
and even a large eagle upon a lawn. The noise of cooking and
talking comes to your ears. A door opens and you see into a
kitchen that is alive with bustle.

If you want to visit the gardens, go to 59.

If you'd like to visit the kitchen, go to 267.


230
You throw the dead snake from the ledge and watch it turn end
over end before it crashes to the ground far below. When you
look round to make sure that there are no more snakes you
realise that the ledge you're on is quite long and angles upwards
almost like a path.

"Follow me." You say.

Go to 37.
231
You run only a few steps with Gradage before you're both
brought up short at a junction. In both of the other directions
you can hear orc shouts.

Gradage spits out the word "Orcs!" In that one word is a deep
hatred. "Kill them!" Without another word he rushes off to the
left.

If you want to follow him to the left, go to 58.

If you want to charge towards the Orc voices in the


other direction, go to 134.
232
You rush along the corridor knocking scrolls to the floor and
stare out of the bay window. To your left floating in the air, and
heading towards you are two whiffs of cloud.

Go to 165.
233
Turning the pony towards the troll lands you start off at a trot.
After many days of travelling by foot, being on a pony feels
like you're flying across the landscape. Very soon it seems, you
reach the craggy ground of the troll lands.

Go to 238.
234
You spend a few pleasant minutes sipping at the elvish drink
and just as you finish it, the door opens and a tall elf walks
through the door. He's the tallest elf you have ever seen, and
broader than most of them too. His full armour is sculpted in
the likeness of glimmering fish scales. Metal pleated fins adorn
his helm. At his side hangs a beautiful graceful looking
scimitar.

You stand, and bow to the regal looking elf. "Your eminence I
come begging your help..."

"You need no titles when you address me. I am not the Lord,
nor anyone of blood. I am merely a knight. My Lord is busy in
conference and cannot spare time to see you. I've been brought
word that speaks of dragons and orcs. Tell me your tale."

You give another half bow, and relate the story of your people.
The elf listens carefully, asking questions and coming to a full
understanding of the situation. When you are done, he thinks
for a few moments before giving you his answer.

"I fear good dwarf, that there is no help my Lord can offer. As
your home has been invaded, so have our own lands. Even now
my Lord stands over maps consulting with war leaders on plans
to push back the orcish filth.

"Yet, there may be a way." He looks directly into your eyes. "I
make no promise, you must understand that."

You nod to him, understanding he is making no promise.


"There is a beast that has taken up residence upon our lands. It
has killed our flocks, and our people. With the war upon us we
have no elves to spare in dispatching it. If you can best this
creature, rid us of its baneful existence, perhaps my Lord will
feel obligated to spare you a company of elves."

If you want to kill the beast, go to 302.

If you do not have time for such distractions, go to


213.
235
You walk over towards the mounted man. "Greetings Sire."
You bow low.

"And greetings to you master dwarf. What brings one of our


hardy brothers here?" With that he dismounts and shakes your
hand. You quickly explain your mission and then warn him
about the orcs in the woods. With a shocked look he stares
sternly towards the trees.

Go to 35.
236
You cross a crest and find yourself looking down into a valley.
A little way to you right is a marker stone, and you can see
others that are obviously marking the way down into the valley.
If your memory has served you well, then this valley is the
home of Thaddeus. You follow the markers.

Go to 159.
237
You wave a finger at Callum, indicating that he should follow
you quietly. Your plan is to get closer to the dragon before
emerging into the hall where it might see you. In your head
you've planned a route via some interconnecting halls to a
position where you will be able to reach the dragon with only a
couple of steps out in the open.

As you pass a doorway you hear orcish chanting. You pause to


look inside. An orc dressed in wizard clothing is chanting and
making glowing sigils in the air. Some great spell is in the
making. It suddenly occurs to you, this orc wizard may be the
cause of all the ill that has befell the land! By some magical
craft he has bewitched the dragon to do his bidding, by another
joined all of the orc tribes together to overrun the other peoples.
Now he stands within reach, casting another such spell!

He is the cause of so much pain and misery, and the cause of


the fall of Dwarveholm . You gnash your teeth. He cannot be
suffered to live! By hand signs you indicate to Callum that you
must both enter the room and throw down the wizard quickly
before he can glamour you.

Go to 208.
238
Once in the craggy lands your range of vision is cut to mere
tens of feet. The rising pillars and blocks of stone that give this
land its name rise much taller than yourself even when
mounted. The pony neighs, the first noise it's made since you
captured it. It appears nervous.

Go to 396.
239
Once you're mounted, the next question is, where is Thaddeus?
When he visited Dwarveholm all those years ago he did
mention his home. You can't quite remember. After a minute of
hard thinking it pops into your mind, it's a valley to the west!

If you want to risk the path via the wolf-bane hills, go


to 205.

If you wish to risk the dangerous troll lands, go to


233.
240
As soon as you enter the cave a loud thump behind you makes
you jump. You turn quickly and find the exit blocked by a twin
headed giant snake! It’s a medusa-snake known for its psychic
lure that it uses to bring prey to itself. You'll have to fight your
way out!

Monster: Medusa-Snake Strength:4 Toughness:3 Speed:2


Health:6

Go to 38.
241
You turn from the unbelievable scene and head down the stairs,
saying a silent prayer over the body of your burned comrade.
After circling a number of times you get down to the main
level. You can hear shouting coming from meeting hall. The
stairs lead down to the armoury.

To head into the meeting hall, go to 7.

To rush down to the armoury, go to 81.


242
"We must decide now and decide soon. Our destination cannot
be far, for we have no provisions. I have discussed this with my
fellow elders and there are but two options. First we may travel
to the man-town of Trailkeep and seek succour and help from
their king. Secondly, we may throw ourselves on the mercy of
the elves at Gilathren."

The gathered crowd start muttering. It's clear that they don't like
either of the options. Fenchton turns to his fellow elders for a
moments quiet talk then calls for quiet.

"We have decided that whichever option we pick, there is no


difference. Neither of these peoples are our allies and may turn
us away. Whichever option is chosen we must send a
messenger to seek aid from the other." At this point Fenchton
looks directly at you.

"You are the most suited amongst all of us to take the duty of
messenger. You choose your own path, and we shall follow the
other."

If you wish to seek the aid of the elves and go to


Gilathren, go to 347.

If you think the men of Trailkeep are the better


option, go to 72.
243
When the last of the goblins is dead the woman cries out her
thanks and rushes down to you. She opens the door and gives
you a big hug. You slide to the floor next to the door,
exhaustion driving you down.

Statistic Change: Health +2

The woman gasps and runs back inside only to emerge a few
seconds later with warm soup. She hands you a spoon and tells
you that it will be good for you as she has blessed it. It does
taste good, very good!

As you finish eating she rushes past shouting over her shoulder
that she's leaving Trailkeep. They've all been told to leave!

Go to 255.
244
In shock you climb the last few steps. You emerge at the
ancient look-out, where for a dozen of centuries dwarves of the
guard have kept watch for enemies. The sound of clashing
weapons washes over you. The valley floor is heaving with
masses of orcs. They're pouring towards the gates below. As
your eyes reach the gates, you gasp in shock and horror. A
massive dragon, red scaled and broad of wing is standing where
once the mighty gates protected your home.

It stands on the crushed remains of the gates as orcs overrun the


pitifully few guards that remain to block their way. The dragon
reaches out one paw and crushes a mailed dwarf as the orcs
stream by. How can this be, how can a dragon be working with
orcs?

Two immediate courses of action present themselves to you.

If you want to rush to the dining hall because the


Orcs are likely to pour through there, go to 259.

If you want to head towards the armory, go to 241.


245
The sergeant looks you up and down. "Why?"

"I am seeking aid for my people in a desperate time of need."

"Enough enough," he waves a hand towards you obviously


dismissing you, "no ambassador should come dressed like this."

"My home was attacked by orcs and a dragon!"

The sergeant pauses and considers. You've obviously reached


him by mentioning the dragon. "I'll take you to my Captain."

Go to 24.
246
You and Callum stand upon a walled cliff edge pathway and
look out across the lower lands. "It's time we moved on." You
say, and Callum nods.

"Follow me, I think you'll like what I have to show you!"

Go to 305.
247
When passing through a spinney you come across a pleasant
open glade. At the center of the glade is a pond surrounded by
reeds. Here amongst the trees and in the sunshine the world
seems a pleasant place. You stare at the water, lost in pleasant
thought for a moment. A duck squawks and takes off. Its flight
passes across the sun and the silhouette reminds you of the
dragon. The quiet moment is gone, the bad memories are back.
You need to move on.

Go to 51.
248
The wight stops and turning to you. It roars, raises its beclawed
hands and charges at you.

Monster: Wight Strength:3 Toughness:4 Speed:4 Health:4

Go to 199.
249
You paddle the boat to the bank and start dragging it up the
mud onto the dry ground. You consider yourself lucky it's such
a small boat, any larger and this may not have been possible.

With many a grunt and quite a few stops to rest, you drag it
along until you pass the last of the fishing ropes.

You're contemplating pushing it down the bank when the sound


of human voices drift through the bushes. Deciding to play-safe
you keep yourself hidden. Peeking from inside a large bush you
see a band of well armed men. They have no livery and their
clothes are in poor condition. They look like bandits. Keeping
your head down, you hope they will pass without noticing you.
Luck is not with you today. When they draw level one of them
spots you and calls you out of the bushes.

Go to 360.
250
The clouds thrash around and suddenly roll forwards and
envelop you. You're smashed from behind and in front. You're
caught up in their battle and must fight to survive!

Monster: Cloud beasts Strength:3 Toughness:1 Speed:3


Health:6

Go to 303.
251
Entering into one of the lesser halls of your home you find the
air seems warm and close. That of itself is not unusual, but
there is a musky stink pervading everything. You slowly cross
the hall to the far side.

Go to 88.
252
You rush to the bottom of the tower and out onto the street.
You grab the arm of a passing soldier and warn him of the
coming attack. He immediately understands and raising a horn
to his lips blows on it as he runs towards the gate. A few more
soldiers answer his call and appear from various directions.

If you think shutting the large heavy gate is top


priority, go to 218.

If you think organising a hasty defence beyond the


gate is more urgent, go to 4.
253
You stagger away from your fallen foe exhausted and bleeding.
After a few steps you crumple to the floor. Your knuckles hit
something hard beneath the weeds that has a sound of wood.
Curious you slowly pull the weeds apart and find the edge of a
wooden disk. As you pull it free of the weeds, you realise that
it's a shield, but alas a broken shield. After your disappointment
wanes a little, you realise that this shield most likely belonged
to another traveller, but one who was bested by the rats.

When your strength returns you climb to your feet and look
around. You spy smoke above the trees, not far off. It could be
a friend or a foe. A welcoming hearth or a burning cott.

If you want to avoid the smoke, go to 19.

If you want to investigate the smoke, go to 163.


254
You both walk to a point from which you have a tremendous
view over the ground around the mountains and sit for a while.
Your conversation drifts towards the work ahead of you, and
the long journey to reach Dwarveholm.

"Not as long a trip as your thinking." Says Callum. You give


him a questioning look. "Follow me." He says and takes off
along a pathway that leads upwards.

Go to 305.
255
The soldiers have formed into lines and are marching through
the main gate and out of the city. A straggle of civilians are
following and more coming all the time. They're leaving the
city, abandoning the place! You look around at the city itself.
The walls are breached and the bloody evidence of fighting lies
along all of the streets. You nod grimly to yourself, perhaps
they're right to leave, the strength of this place has been spent.
For a lack of anything better to do you follow the line soldiers.

Go to 130.
256
You slowly climb down from the pony, keeping your hands in
plain sight.

"Ho."

He grunts a response and waves a hand strangely.

"What are you my hairy friend?"

Another grunt. It seems the creature does not speak. You smile.
It smiles back. That seems like a good sign.

Go to 390.
257
You marvel at the youth, for to overcome such a foe on your
own is a mighty task. The old man speaks up at the end of the
tale.

"I ask that you take Callum with you back to Dwarveholm. He
is good in a fight and he will be of help."

You instantly agree and shake the youth by the hand as a sign
of your partnership. Next you pull the armour over your head
and it fits as if made for you! "An omen." You say under your
breath.

Item: Armour

Go to 366.
258
Just as you start to feel a little better, there's a huge twittering
noise in the air about you. Blood Bats screeching before they
attack!

Monster: Blood Bats Strength:2 Toughness:1 Speed:7


Health:2

Go to 95.
259
Rushing into the dining hall you see sergeants of guard and
even a captain are already there. The captain is standing on one
of the tables trying to rapidly bring order to the milling throng
of dwarves. Looking around you see that the hall contains not
only guard members but also civilians. There are a few dwarf
women and children crying in amongst the others.

The main doors to the hall, the ones that lead towards the main
gate are barred. Dwarves are barricading the doors with tables
and benches and over the shouts and cries you hear that the
doors are being beaten on from the other side.

A sudden crashing from the kitchens steals your attention, and


as you look that way your eyes pass another doorway. This
other doorway leads to the main entrance of Dwarveholm, in
fact only a few corners separate you from the mass of orcs
pouring through the gates, and no one is barricading that
entrance!

If you want to investigate the crashing in the kitchen,


go to 399.

If you think you need to head towards the gate, go to


5.
260
As the women file past, you offer words of encouragement and
warning. Another pile of bodies catches you eye. More
dwarves? You edge closer to the little burned piles. With some
satisfaction you notice that these are the bodies of orcs. Burned,
like your comrades, but more deserving of such an end. You
spit towards their corpses and turn your attention back to the
civilians.

Go to 345.
261
Forsaking your own well-being you determine to concentrate
on the mission that means so much to your people. You turn
back to your path and start putting one foot in front of another,
setting a steady rhythm that will allow you to keep going and
eat up many a mile.

Go to 166.
262
As you help Callum to his feet, you're astounded that he's not
badly injured, although he does wince and grunt in pain as you
help him back to his feet.

You face the door to your father's room, take a deep breath to
steady yourself and walk in. You find a body there, you were
expecting that, but it's not your fathers. Its your uncle, your
father's brother lies here. The sobs come quickly and Callum
puts a comforting arm round your shoulder, but it's many
minutes before you're able to get the tears under control. You
had feared your whole family might be dead, but now you feel
that they are dead, and you have no hope left.

Go to 115.
263
A corpse lays beside the village well, a dwarven woman. She
lies on her side, a terrible axe wound in her back. Your fingers
clench into fists. The sadness and pity that wells up in you turns
to anger and hatred. Without a word you lead Callum further
into the village.

You hear an orc voice from somewhere ahead.

To investigate the voice, go to 49.

To leave this place of death, go to 316.


264
After following the trail over a hill top you're brought to a halt
by the sight before you. Not more than ten yards away is a
witch. A man, naked except for a loin cloth, his skin covered in
a tracery of tattoos that spiral around and around. He's dancing
the same steps over and over and you can hear him intoning
something in a deep bass voice. He's casting a spell of some
sort. You can see the magic running along the lines of his
tattoos!

If you fear he may be casting a spell at you and want


to attack before he finishes his spell, go to 42.

If you want to wait and see what happens, go to 27.


265
You give the dead orc a kick and wrinkle your nose in disgust
at the foul creature. Turning back to the main corridor you start
to follow your comrades in arms. They're headed towards the
side door. You see them ahead and run towards them as they
turn into a hall.

Suddenly there is roar of dwarven voices and you can tell they
have found the enemy. The clash of arms is suddenly drowned
by a tremendous roar that vibrates the rock floor. The archway
leading to the hall is suddenly filled with roiling flame! Only a
dragon could have caused such a thing. Your steps falter.

Then sergeant Gradage, appears beside you. "You cannot go


that way. Follow me." He sets off running and you follow.

Go to 48.
266
A sudden wailing from behind that is plainly no bear causes
you to dare a glance over your shoulder. What you see causes
you to draw to a stop. The hairy man is standing just out of the
undergrowth. It is him that is wailing, it's a call of some sort, a
call to the bears! Both of them have turned and are walking
calmly towards the hairy man!

The man pets the bears when they reach him, and they in turn
nuzzle against his side. He seems to have power over the
creatures. The man waves at you, indicating you should move
off. You nod and smile your thanks before continuing on your
way.

Go to 384.
267
You head to the kitchen, vaguely planning to somehow wrangle
a way to deliver food to the Lord of the elves and thus get to
meet him.

When you walk through the door you immediately realise that
won't be happening. There are many elves working hard in this
kitchen, but far from producing delicate fancies for the master's
table they are working with industrious merit. The ovens are all
turning out hundreds of little square bread or perhaps they're
cakes. As they come out of the ovens, elves fall upon them
wrap them and run from the kitchens with their parcels.

Go to 391.
268
You step into the flames and Callum follows. The flames
immediately start to burn and the pain is intense. A scream
wells up ready to burst from your lips. Callum, at your side,
starts to groan out loud.

Statistic Change: Health -1

If you want to jump back out of the flames, go to 277.

If you want to stand your ground in the flames, go to


29.
269
With a final angry blow you smash the orc into the wall. You
draw a couple of deep breaths and look up from your enemy,
the smokey air catches in your lungs. Coming along the
corridor towards you is a mob of orcs! Five abreast and rushing
like a tidal wave they’re charging towards you. You take a step
back.

"Too many!" Shouts Gradage as he turns away. "We need to


join the Guards!"

One orc gets ahead of the others and jumps towards you. You
swipe at it, and nock its clumsy attack aside. You rush after
Gradage.

Go to 126.
270
The falling snow stops just as you reach the saddle of the ridge.
Despite the dark and threatening clouds the view that opens
before you is breathtaking. You breathe deeply enjoying the
crisp air, before starting down the slope.

Go to 392.
271
Inside the walls you are met by an elf who’s uniform marks him
as someone of importance, perhaps a captain. He's smiling, he
glances at what you carry and then leads you to the biggest
building in the place. It's a hall, and sitting at a big table is a
regal looking elf. He stands to greet you and offers you his
hand. "I've been told that you have done us an unasked-for
favour. That is a sign of a good heart." He gestures to the table
where food and drink are laid out. "Eat well friend."

Go to 361.
272
With a screech a white shape rushes at you out of the mist. In
the moment before combat is joined you realise that this mist
must have been caused by this creature, it's an evil Wraith-Ape!

Monster: Ghost Strength:5 Toughness:1 Speed:6 Health:4

If you want to climb the ridge to your left, go to 223.

If you prefer to stay on the misty lower ground, go to


127.
273
Out of the snow a huge grey shape appears, at least twice your
height and with great clawed paws. It's a yeti!

Monster: Yeti Strength:2 Toughness:5 Speed:2 Health:3

If you want to continue following the path, go to 318.

If you'd rather climb down the nearby cliff to the


woods below, go to 182.
274
The knight turns in his saddle unties a fine looking bow and
tosses it to you. "I fear this is little enough, but that bow was
presented to my father by an Elf many years ago. He was given
it in thanks for a good deed. It is fitting that I hand it to you
under similar conditions.

Go to 31.
275
When the ogre is dead you take the chance to look around. You
see lots of dead sheep, and even a few elvish skulls. This ogre
must have been a genuine bane to the elves. You wonder how
you can prove that you killed the ogre, the head would be too
much to carry. After pondering for a minute or two you set to
work on the creature’s fingers.

Back at the elvish village the leader lauds you to the other
elves, there is much cheering and many a thank you. Finally the
elf, looks you in the eye. He takes his own helmet off. It is an
ornate piece of work with inlaid silver and polished to a sheen.

"Handed down to me by my father. An heir loom of my house. I


give it to you. A mark of thanks, honour and respect." He places
the helmet upon your head.

Item: Helmet

Go to 247.
276
Out of the gate charges a huge horned animal, somewhat like a
wolf only much bigger. You and Callum separate and face the
beast.

Monster: Cave Wharl Strength:2 Toughness:5 Speed:4


Health:3

Go to 375.
277
You jump backwards out of the flames and a second later
Callum emerges from them too. the pain has gone, you're
clothes look a little worse for the experience, yet despite all of
the pain you endured, you are unhurt.

"Not all can pass the flames." Says the old man. He points to
the puddle of mist. "You must take the cloud horse."

Go to 287.
278
With the orcs dead, you turn to your mountain home. Black
smoke rises. Callum stands beside you sheathing his sword.

"Best you keep your weapon unsheathed from here on lad."

Callum nods and draws his sword. Then you lead him up
towards the mountain and soon find yourself at the stone
linteled side door. You try the handle, but it does not move.

"Locked?" Asks Callum.

"Yes. Or blocked from the other side."

If you want to kick the door in, go to 393.

If you want to try and pick the lock, go to 76.


279
You notice how the light from the windows has crawled across
the carpet while you've been waiting here. You realise you've
been sidelined, they have no intention of passing you along to
the Lord of the elves! They are either deliberately trying to
make you give up and go away or someone doesn't want you to
meet the Lord.

Go to 300.
280
You kick a couple of the caltrops aside and wonder what the orc
could have wanted with them. Callum grabs your shoulder and
nods towards at a door.

Go to 290.
281
Staggering along the tunnel you leave the corpse of the wolf
behind. When your feet start kicking up dust you look up to
find you've entered into a wide bowl shaped segment of tunnel.
The light here is especially dim. Curious about the dust, you
crouch down to give it a closer look. It's ash. The floor of this
entire bowl is covered in ash! Had the elves tried to burn
something? A strange piping sound catches your ears from the
tunnel on the further side.

Go to 199.
282
You snap a branch from a tree and use it to test the depth as you
cross the river. You're halfway over before you can no longer
find a suitable path with your stick. You send the stick down
river and start swimming. Swimming was never one of your
strong points, but having halved the distance you need to swim
you give it a hearty try. You crawl up the bank on the far side,
wondering what evil it is that makes you feel so heavy climbing
out of the water. You wring out your outer clothing as you
walk.

Go to 28.
283
As soon as the biggest bandit is dropped, the others run away in
fear. There is some satisfaction in that. A lone dwarf, indeed!
When you're sure they have gone you heave the boat back onto
the water and climb aboard. You make a mental note to mention
this rampant banditry to the king of Trailkeep when you see
him.

Tired after all of the heavy work of portaging the boat and the
fight, you drift and doze for a while.

Go to, 41.
284
"You're a glad sight for sore eyes Gradage. Orcs and dragons!"

"What?" He looks worriedly into your eyes. "Dragons?"

"I've been to the look-out and a dragon has broken the gates!"

He shakes his head despondently. "I thought it was just orcs.


When the morning patrol were late, we thought Kerfer had got
them lost again. I think now, that the orcs must have got him.
Orcs!" He spits. "There's a dragon too. I fear Dwarveholm is
doomed!"

"We can't give up hope!" You punch his shoulder manfully. "As
long as there is blood in your body we can fight. There are orcs
here too, we know how to kill them, and a dragon can't wander
our halls because of its size. There is hope."

"Aye, you're right. We must not lose hope." He glances round


the hall. "Join yourself to the company forming over there, we
may yet build a shield wall."

Go to 96.
285
Part way round the lake you find yourself wandering through a
cloud of fairies. These insects are known to have some magical
qualities, one of which is causing people to become forgetful or
even lost. You start running and only stop once you've left them
far behind.

Go to 201.
286
A couple of orcs leap out of the trees and charge at you!

Monster: Orc Strength:3 Toughness:3 Speed:2 Health:3

If you want to warn the gate keeper that there are


more orcs, go to 85.

If you want to return to the wounded man with the


herbs, go to 227.
287
You and Callum step into the low bundle of mist. As soon as
you're both standing near its center it rises up obscuring your
view. The mist whirls about you and then suddenly dissipates.
You're amazed to find yourself standing at the base of a
mountain. You stare at Callum eyes agog. He smiles back. "It's
strange, but you get used to it. This, " he gestures at the
mountain, "is Targuman, and up there is the pass. We can climb
here or take the longer goat path."

To take the longer path, go to 225.

To climb straight up, go to 173.


288
You slip from the ponies back and prepare yourself for battle.
The hairy man takes a step back and growls at you. The noise
spooks the pony and it runs away. You dare only a fleeting
glance in its direction but when you turn back, the hairy man is
gone and all that's left is the waving bushes he's knocked in his
flight.

Go to 348.
289
You quaff the wine, a strange yet good feeling envelops you.
This friendly monk has obviously given you something
magical. You give him a quizzical look. he smiles back saying.
"It will speed you on your way." With that he gathers up his
things and quickly leaves you alone in the circle of stones.

Statistic Change: Speed +1

You get back to your own journey, but there is something


different. You feel lighter and quicker on your feet, the distance
doesn't seem so wearing either! A magical potion indeed.

Your speeding feet lead you onto a gravelled track and soon
you're almost sprinting along it, a gleeful smile seems pinned to
your face.

A little later the sound of horse coming towards you brings you
to a halt. When a man appears on a horse you fear he intends to
run you down, he's not slowing!

Go to 128.
290
In the corridor you hear what Callum has heard, the padding of
animal feet on the stone floor. Callum swaps his sword from
hand to hand and rolls his wrist loosening the muscles before
grasping it solidly in his right hand.

A wolf with a goblin upon its back appears not twenty feet from
you. The wolf growls and is joined by two more of its pack.
They charge!

Monster: Wolf riders Strength:3 Toughness:2 Speed:2


Health:3

Go to 164.
291
There's a crunching sound beneath your feet and a glance down
reveals that you have trampled into a nest of large eggs. Food!
You scoop one up and keep moving. After a short distance you
decide to try eating the egg. It turns out to be an Unghalla egg.
These are renowned as being one of the best raw eggs a dwarf
could ever eat. Quickly you scoff the contents.

Statistic Change: Health +1

Go to 236.
292
Callum slowly pushes open the door to the guardroom, then
turns back his face a mask of revulsion. You don't need to look,
the smell of death explains well enough.

Go to 215.
293
"I have a way to get you home quickly." Callum states in a
matter of fact way.

"We cannot run all of the way, and I've seen no horses in this
stone city."

"We shall not have to run, nor ride a horse."

"Ahh, more magic is it?"

Callum smiles, and the curl of his lips makes you just a little
uneasy.

Go to 350.
294
As you climb the stairs leading to the high gate you pass a
window that looks down from the vault of one of the halls, but
when you glance that way, there's too much smoke to see as far
as the floor. You turn back to the stairway and reach the level of
the high gate. Through one more doorway and you're there. The
gates themselves have been thrown down. The pintle and door
lay shattered. Once again you're confused to find the place so
empty. You had hoped to get an idea of what enemies were
about by coming to this hub of the complex, but there is nothing
and no one to see.

To investigate the captain’s room, go to 91.

To investigate the old guard room, go to 292.


295
The heavy door to the treasure room is open and there's the
sound of orc voices. You give Callum a nod and he grins. You
grasp your weapons a little harder and charge in amongst the
orcs.

Monster: Orcs Strength:3 Toughness:2 Speed:2 Health:3

Go to 334.
296
You spend some time collecting wood and build a fire. Sitting
on the floor you face the fire and commence the ritual
intonation. Over and over again you repeat the sequence of
notes until your mind enters a state of meditation. The fire fills
your vision, the heat is all, the flames are all, there is nothing
else.

Statistic Change: Health +1

Time passes and you slowly become aware of your


surroundings once again. The fire has shrunk to burning
embers. Climbing to your feet, you feel that the ritual has
worked. You feel much better.

Go to 166.
297
Returning you notice something that you missed when you
passed this way before. At shoulder height on one side of the
tunnel is a ledge. It crawls slowly upwards towards an opening.
With grunt of effort you climb to the ledge and follow it
upwards. Soon you're in a tunnel and from ahead you can hear a
strange piping sound.

Go to 199.
298
Fearing what might be in here, you back towards the entrance
until the sun is hitting your feet. Knowing you'll have to turn
your back on the darkness to scramble out of this place is nerve
wracking. One more glance round to ensure nothing is waiting
to pounce and you scramble at top speed up into the fresh air.
Without a halt you sidestep so nothing can run straight out at
you, and start back on your way.

Go to 150.
299
Before long you arrive at a small elvish village. It's too small a
place to offer aid to your people. You need to reach the big
established town of Gilathren. A palisade surrounds the village
and guards stand behind the walls. The gates open as you
approach.

Go to 271.
300
At the realisation you jump to your feet, ready to scream and
shout at whoever is in your way. Before you can find anyone to
shout at, you realise that getting angry and shouting is just
going to make things worse. You can't demand help, you need
to beg for it. Talking to anyone while this angry is not a good
idea.

You step outside to get some air.

Go to 349.
301
As you finish eating, the sound of battle once again comes to
your ears. This city of men seems to be under constant attack!
You jump to your feet and cast around for the source of the
sound, but it's echoing off the walls.

If you want to run to the large hall like building, go to


46.

If you want to head in the direction where the sound


of battle is loudest, go to 137.
302
Without a moment's pause you speak up. "Tell me where I can
find this beast."

The elf smiles at you and gives a little nod. He leads you
outside to a stable. He speaks to a stable-hand who then leads
out a pony for your use. As he describes where the beast may
be found you look warily at the pony. As a rule dwarves tend to
walk rather than ride.

If you want to accept the pony, go to 157.

If you prefer to stick to your good dwarvish feet, go


to 53.
303
With one mighty blow the last of the beasts are killed and the
clouds simply blow away. Your skin is burning all over. A little
wisp of smoke floats up from your singed beard. A man dressed
in a healer's robe rushes up and looks you over. "You'll
survive." He hands you a flask to drink from, expecting ale you
quaff and nearly choke when you realise it's water! "Drink it up,
it has healing value." Says the man. You eye him suspiciously,
but nonetheless drink up the flask.

Statistic Change: Speed +1

Go to 246.
304
As you set off from the nest of rats you hear a fall of earth
crashing behind you. You spin round and are astounded to see a
monstrous rat the size of a pony pulling itself free of the dirt
beneath the rat hive. It's the hive mother!

Monster: Rat King Strength:4 Toughness:5 Speed:1


Health:4

Go to 253.
305
After a hard climb up the path you come to wide platform
where a large lizard is tethered. The beast is strange, but you
have heard of its like. It is a flying lizard, almost like a small
dragon. The men of this city train the beasts, for this creature
has a large saddle upon its back and reins.

Callum has a quiet discussion with a man who obviously tends


the animal. When he comes over to you, he says. "We’ll be
close to your home within a day. I have paid the keeper of the
lizard and it will provide us a very quick ride."

You're rather doubtful of mounting the beast's back and having


it leap from this ledge, but when you consider the troubles you
had travelling here, it doesn't seem so bad. Callum climbs upon
its back and reaches down a hand to help you up. With a smile,
you climb aboard and the creature opens its wings and leaps
into the air!

Go to 198.
306
You approach the gateway to the stone city and see a man
sitting to the side of the gate. When he sees you he stands,
straightens his clothing and issues a challenge. You smile, but
before you can say anything, Callum speaks. He introduces
both of you and explains that he has been to the city many
times. The somewhat disinterested guard, simply waves you
through, before sitting back down.

Once through Callum suggests taking advantage of the Library.


It contains many scrolls on many subjects, there may be
something of use there. Also they have the challenge hall,
where a man may face danger for the sport of spectators, and if
he survives be rewarded.

To go to the library, go to 149.

To head to the Challenge Hall, go to 68.


307
The clerk leads you through the building across a road and into
another building.

"Where are we going?" You ask.

"To see the Magistrate."

"I need to see your Lord, I need help!" Frustration is building, a


slow burning fury at these delays.

You reach a grand hallway, the floor is carpeted, tall windows


illuminate the place and large hangings decorate the walls. The
clerk suggests you sit on a padded bench and then disappears
through the large double doors at the end of the hallway.

Go to 322.
308
Just as you reach the far side of the clearing there is a roar and a
large bear charges you from the undergrowth. In the split
second before you're locked in combat you notice it has a
wounded flank.

Monster: Bear Strength:3 Toughness:3 Speed:2 Health:3

Go to 374.
309
You can make out the sound of clashing arms amidst the noise.
The alarm gong is sounding too. Loudly and rapidly its
clanging toll is calling all able bodied dwarves to arms.

A dwarf, one of your fellow guard-dwarves, rushes along the


corridor wearing only his undergarments and carrying a sword.

"What is it, what's happening?" You shout after him.

He calls over his shoulder to you, "I have no idea!", and


disappears around the corner.

You're standing in your undergarments. Your clothes, armour


and weapons lay beside your bed.

If you want to spend time equipping yourself, go to


341.

If you think it's better to know what you're facing


first, go to 152.
310
You rush for the archway but are not quick enough. Two orcs
block your way and you can hear the clawed feet of two more
charging from behind. You will have to fight all four of them!

Monster: Orcs Strength:3 Toughness:2 Speed:3 Health:4

Go to 33.
311
A little further on you hear the crunching of gravel and a heavy
thud. At first you fear it may be the creature that made the huge
tracks, but as it continues you realise it's hoof beats. A horse!

Although a horse means that whoever it is, it's not orcs or


goblins, you are concerned that the rider may not be friendly.

To stand your ground and meet the rider, go to 397.

To leave the path and avoid the rider, go to 194.


312
You stoop to pick up the caltrops, while Callum stands watch.

Statistic Change: Speed -1

Go to 383.
313
You sit and contemplate the lesson you've learned and realise
that some of the ideas in this scroll were very clever and
something you should pass onto your fellow dwarves when
time allows.

If you want to leave the library, go to 206.

If you'd rather carry on browsing, go to 212.


314
The path leads to a strip of woodland. The undergrowth in
amongst the trees is very light. That usually only happens when
the land is grazed or the woodlands are cultivated. Indeed after
another half hour walking you come to a section of open sky.
Here the trees have been cut back for coppicing. The thin new
growth is sprouting all over the clearing. A woodsman must
live close by. You take advantage of the clear ground and make
good time as you cross the clearing.

Go to 308.
315
You start walking, wondering what you can possibly do now
that the hope you had in the elves has been dashed. You sit in a
shady glade struggling to come up with plan to help your
people.

Go to 39.
316
You arrange the woman's body as respectfully as you can and
turn towards the high gate. You should be able to get an idea
where the dragon is from there.

Go to 351.
317
The sudden noise scares the big cat. It frantically looks around
and then locks eyes on you. It attacks!

Monster: Tiger Strength:3 Toughness:3 Speed:7 Health:3

Go to 319.
318
Following the ancient snow covered stone markers you trudge
for a couple of hours along your way, when you notice with
satisfaction that the pathway is angling downwards. After
another hour of trudging you reach lower ground where the
snow is sparser. You're certainly glad to be getting out of that
biting cold.

Go to 153.
319
An elf in the uniform of the house comes rushing up to you and
looks anxiously between the dead beast and the blood splattered
across your clothing.

"Oh dear, this won't do, the Lord will be most displeased." With
those words he rushes you back though the building and out the
front door and urges you to leave before the animal is found
dead.

Realising that you may have crossed the line in killing the
Lord's pet, you head towards the main gate to the city with a
heavy heart.

Go to 10.
320
You stalk over to the large doors. As you get close, one of the
doors opens. No one comes out so after a seconds pause you
stride through. Inside you find yourself in a tall grand hall.
Waiting, apparently for you, is a tall elf in a smart dark
coloured livery.

"I must speak to the Lord. My people are attacked by dragons,


thrown from their home, and I seek his aid."

The elf nods and asks that you follow him. As you start walking
down the hall, the door shuts behind you. A glance back reveals
that it closed of itself. Magic!

Go to 23.
321
Despite being so tired yourself, you urge on the women and
children to move faster. If even one of them is spotted by your
foes then the orcs will swarm this way to hunt them all down.
As you reach the woods you find many of the civilians standing
in the treeline where they are still visible to any observer. You
scold them, urging them to get deeper within the woods.

Go to 82.
322
You wait. You study the wall hangings. You examine the
patterned carpet. You look out of the windows. You sit.

Go to 229.
323
You rest your back against the gate for a second or two before
racing along the track towards the source of the smoke. The
trail takes you into the woods and you soon lose sight of the
smoke itself, but your sense of direction leads you true.

Go to 354.
324
The troll roars, swings it's club and charges at you.

Monster: Troll Strength:2 Toughness:5 Speed:4 Health:4

Go to 342.
325
At the edge of the woods you lose the trail for a while. The
grass is lush and green where the path should have been. You
scout backwards and forwards just inside the treeline looking
for the path. You find a trail and follow it for a while before
realising that it's an animal trail, and you have to backtrack. A
second search reveals the true trail and you gratefully turn onto
it.

Go to 336.
326
You find the remains of a chair and a table, they have both been
knocked to the ground and the chair lies in pieces. You spot the
body of a man lying at the back of the hut next to the cold heath
and take a closer look. He's been dead for a while, possibly
days. When you turn him over you see long wide claw marks
on his chest. Something big has killed him. As his body rolls
onto its back you see that he was lying on top of a weapon, a
mace.

Item: Mace

You take the mace. There is nothing else of use or worth in the
hut. Realising that you have spent quite some time investigating
when you could have been walking, you quickly leave the hut
and head back out into the snow. Shortly after getting back onto
the trail, you hear something just out of sight roaring!

Go to 273.
327
You kick the bodies of the orcs checking to see if any have
coins in their pockets. One does, confirming your belief that
they were here for the gold. A small flask rolls free from under
the body of one orc. It looks like one of the potion bottles you
drank from, in the stone city. You pop it open and sniff.

Go to 138.
328
In the open you can really feel the power of the sun. You stop
for a short rest and sit on the grass. As you look around you
notice a huge black cloud in the distance. You stare at it for a
while before realising that its actually a massive smoke plume.
Then a second realisation hits you, it’s coming from the
direction of Dwarveholm. A sadness invades your heart.

Go to 204.
329
After a short while heading in this direction the grass starts to
get thinner and thinner until it's been replaced by lumpy rocky
ground in all directions. Now instead of the grass blocking your
view, you have huge pieces of rock rising up out of the mossy
turf.

Go to 26.
330
Outside you offer a prayer to the gods in thanks to them for
letting you reach the open air. The women that have emerged
from the entrance are wailing. Some clutching children to
themselves in horror, others crying out in despair.

The ground all around the entrance is burned, nothing green has
survived. Scattered amongst the ashes are the bodies of five
dwarves. All of the bodies are burned. In places the flesh has
been scorched from the bodies exposing their bones. From the
melted and burned weapons that remain you can see that these
were members of the guard. They had probably been sent here
to keep the entrance clear. Realisation hits you, and with a gasp
you look up in the air scanning the cloudy heavens. Only a
dragon could have done this! If it should return everyone would
die, you cannot allow that to happen. You need to get the
civilians away and under cover. Taking charge you start
pushing the nearest women towards the nearby woods, giving
them instructions to be quiet and keep moving until well into
the trees.

Go to 260.
331
You lead the girl to the edge of the village. She sees that you
are considering which path to follow and steps forwards saying
she knows the way.

"Lead on elf maid." You say and she gives you the smallest of
smiles and sets off into the woods. You follow her for quite
some way before she shrieks in joy. "This way this way." And
off she runs.

Go to 299.
332
Men have been falling all around you. Falling back, those of
you that are left make a stand but are quickly borne down by
the weight on onrushing enemies. Instead of a fighting retreat it
becomes an all out run and you are with them. As a group you
drive into the narrow streets and rush headlong past the startled
civilians. The man leading your rush shouts. "To the hall!"

Go to 46.
333
Emerging victorious from the cavern of the beast, you find
you're covered in black icor. Your mind is filled with horror of
the thing, and a lingering fear. At a stream, you plunge happily
in and start scrubbing the black filth from your body and
clothes. After much scrubbing you start to feel clean again and
resume your journey back to the Gilathren.

Go to 102.
334
With the orcs dead you have time to look around the treasure
room. It's been emptied! All of the kings fabled treasure hoard
is gone. You can see a few scattered coins lying about but that's
it! The dead orcs were here grabbing the last few trinkets.

Go to 327.
335
You peer a little closer at the bush, could there be someone in
there? An orc leaps out at you. Another orc leaps from behind a
tree. Ambush!

Monster: Orcs Strength:3 Toughness:2 Speed:6 Health:3

Go to 99.
336
You're feeling tired, and having to concentrate on the ground to
ensure you don't lose your way is sapping your strength and
will to continue. The trail wanders around the base of a hill, and
this seems familiar. It's triggered something in your memory. A
cave. You remember there being a cave round here. Indeed your
feet soon bring you to the cave. It's dark in there, and your eyes
are so heavy the dark seems restful. You think it might be a
good place to lay up for a little while.

Sniffing does not reveal the stink of any animal, so no bear is


using the cave. If anything, the cave smells sweet and inviting.
You grunt deciding to have a little sleep, and march into the
mouth of the cave.

Go to 240.
337
You thank the elf for the chance to show your skill in arms, but
nonetheless decline his request. "I must reach Gilathren as soon
as I can. My people are in need and your elvish brethren there
are our best hope."

He nods in understanding, his face clearly indicating


disappointment. He calls the captain over and has him show
you back to the gate where they send you on your way with
their blessing.

Go to 141.
338
You charge in amongst the unsuspecting goblins.

Monster: Goblins Strength:2 Toughness:2 Speed:4 Health:6

Go to 243.
339
You start plodding through the tall grass. You're angry with
yourself, partly for changing direction, the action of a lost child,
and partly for entering the grass in the first place! Your anger
doesn't last long however. The tall grass gives way to its shorter
cousin and you're able to see further than your outstretched arm
for the first time in hours.

Go to 220.
340
You both rush after the orcs. Normally this would be a forlorn
chase as orcs are very fleet, yet you gain on these. You just
have time to consider that they must be very tired for them to
run so slow, before you catch up with them.

Go to 87.
341
You turn back into the room and shrug into your leather coat
and grab your axe. Just holding the axe gives you a feeling of
security and strength. A loud crash like a rock fall echos about
you! Has the roof fallen in? You whip open the door. A glance
into the corridor shows the roof hasn't fallen in, not here at
least. From somewhere you hear a voice ordering dwarves to
the dining hall.

Item: Battle Axe

Go to 259.
342
The troll lies dead, its massive body leaking sickly brown blood
into the street. A hard fight. You didn't come out of it
unscathed, your own blood is mingling with the trolls.

Go to 25.
343
You both push your way through a tight gully. Callum being
taller and thinner finds it easier going. At one point you actually
get stuck and Callum has to push you through the gap.

Go to 45.
344
You determine to concentrate on your mission. Your people are
relying on you to get help from the elves. Spending time at the
hut, either talking or fighting, means your people are in danger
for longer. With a measured pace you continue up the trail.

Go to 112.
345
You start trotting and soon overtake the lead women and
children. You need to get in front so that you can scout around
and ensure there are no bears, wolves or worse in the trees that
you're leading them towards.

The ground here is littered with large boulders, some twice your
height, others a hundred yards round, like small plateaus.
Trying hard to keep your path straight, you dodge between
these rocks and keep heading towards the trees.

Go to 56.
346
You follow the men to the guardhouse. At the door of the
building stands a man in helm and armour. "You men. Hurry
along to the hall. We're rallying at the hall!" With an air of
dejection the men turn towards the hall and with nothing better
to do, you fall in behind them.

Go to 46.
347
You nod towards Fenchton. "I accept the task. If the elves can
be convinced to help, I will convince them."

You look around at the faces of the survivors. These are your
people, all that remain. You must succeed at all costs. You turn,
push your way through the crowd and start heading east
towards the home of the elves. The path starts easily enough,
following a trail through the woods towards the river. After
walking for an hour you arrive at the river. Here you have two
choices, for running alongside the river is a road. This is the
mountain road, you may follow its possibly shorter route over
the pass or follow the river. Both routes lead to Gilathren. The
river route would prove quicker if you could find a boat. The
mountain route is known to be haunted by the fearful yeti.

If you wish to try the mountain road, go to 116.

If you wish to follow the river, go to 385.


348
With the danger gone, you turn your attention to looking for the
pony. It's out of sight, and you set off after it all the while
keeping a wary eye open for the hairy man or his friends.

Go to 80.
349
Your ears are assaulted by noise and clamour as soon as you
step out the door. Curious, you follow the noise and find
yourself at an open square. The area is full of armoured and
mounted elves. Banners are flapping in the breeze, and sunlight
is glinting off shining armour and spear points. This is a war
party indeed.

As you stand there, more and more elves appear adding to the
ranks of mounted knights. A horn blows and they start filing
out of the gate. Following the mounted elves is a large company
of foot soldiers. The first soldiers that pass out of the gate are
well armed, but those that follow are less well armed, some
without shields, others without helmets, some with nothing but
a billhook.

Looking around you note the streets are nearly empty. The
elves have emptied the city! It looks like every able bodied elf
has gone to war! No wonder they didn't have time for you!

Go to 77.
350
"No way!" You shout taking a step back.

"It's easy." Callum is trying to placate you. "Look, there's a


saddle and ropes to tie yourself to the saddle, you can't fall."

Tentatively you take a step towards the giant bird. It's white
feathers are bright and glint in the sun. You consider it for a
second, and decide that it does not look like an evil beast. The
saddle has binding ropes for the rider. With one hand you pull
at the saddle, and it seems solid enough.

"We'll be at Dwarveholm within a day?" You ask. Callum nods,


and that decides it.

Go to 198.
351
You both move as quietly as possible. As you pass through
room after room, you're surprised to find no orcs or goblins.
You'd expected the place to be flooded with them. Have they
stripped the place bare and left?

Go to 294.
352
The evil witch is dead you search the immediate area and come
across a bundle of items wrapped up in a rabbit skin. One of the
items is an iron vial. You pop the lid and sniff. It smells good.
You take a sip, it tastes nice too. Without another thought you
drink it down and a feeling of well-being shivers through your
body.

Statistic Change: Strength +1

Go to 154.
353
Rushing to the nearest of the fallen you find him bleeding
profusely. You instantly tear a strip from his clothing and use it
to bind a leg wound. The next wounded man is in a worse state,
his belly has been opened. After seeing to the immediate
bleeding you realise you need to prevent an infection. You have
a little herb lore. You eye the nearby trees, the herb he needs
could be growing in a shady spot beneath the trees.

Go to 117.
354
A sound of a woman's crying drifts towards you through the
trees. You head that way and you soon discover a woman on
her knees in a small clearing. In the middle of the clearing is a
cottage that has been fired. The woman is clutching a small boy
child and wailing.

When she sees you her initial fright is quickly arrested. She'd
feared returning orcs. There is nothing left here for her. Slowly
and gently you help her stand and lead them both back towards
the city.

Go to 158.
355
A man-like thing pops up on the path before you. It makes no
aggressive move and you edge a little closer. It looks like a man
but has no clothes and has a thick matted hair covering.

To take an aggressive stance yourself, go to 288.

To take a passive stance, go to 256.


356
You stand over the body of the orc getting your breath back.
The sound of distant screams and nearer weeping washes over
you. The nearest of the women and children are weeping,
scared by the fight that has just taken place. Yet the sounds that
caught your attention are coming from the other end of the
tunnel. More orcs? With a growl you set off up the tunnel
pushing the civilians out of the way.

At the far end you can see that someone has opened the heavy
stone door. The smell of smoke is all pervasive as you reach the
door. You push through the last few civilians and edge out into
the open.

Go to 330.
357
You walk out into the open air and take a few deep cleansing
breaths. "We need to move on." You say. Callum nods.

Go to 151.
358
A wide line of wolf mounted orcs crests a nearby ridge and
rushes headlong at your perilously thin line of defenders. You
offer a little prayer of thanks for the strength of the shield wall.
Then with a crash the wolf riders smash into the line.

Monster: Orcs on Wolves Strength:3 Toughness:4 Speed:6


Health:3

Go to 17.
359
A noise like distant wind comes to your ears and you turn in
place, trying to guess where it's coming from. With a feeling of
growing alarm you realise it's getting louder, only now it
doesn't sound like wind, it's more the sound of falling rocks.
The noise is echoing along the gully. It's definitely coming from
behind. In another second you realise it's the sound of an
onrushing torrent! With a rush it appears at the end of the gully,
a huge white frothing wall of water crashing towards you.

To climb the gully wall, go to 367.

To run out the of the far end of the gully, go to 139.


360
Seeing you're a lone dwarf, the biggest of the bandits decides to
kill you himself and rushes at you!

Monster: Bandits Strength:3 Toughness:3 Speed:3 Health:3

Go to 283.
361
After eating a few hurried mouthfuls and downing a large
flagon you tell him of your mission. He nods in an
understanding way, but his words soon confirm that he cannot
aid you.

"We have our own problems Dwarf. Orcs, yes, but also
something bigger. An ogre has been penning us up within these
walls." He looks you over. "Do you have the strength of heart to
defeat this ogre for us?"

If you will accept this challenge, go to 221.

If you decline the invitation, go to 337.


362
After stepping into the water you feel its cold seeping into your
bones. Taking a big breath you plunge into the water and set a
strong pace. After a dozen strokes you can feel the strain, and
after three dozen you're starting to feel tired. At the half way
point you start to fear that you might not make the far side!

You deliberately think of your home and your people, focusing


on your need to get the Dragonbane and return your people to
their home. The thought of the dragon and the orcs rampaging
through your home warms your heart with the flames of
vengeance and you find the strength to reach the far side.

Go to 368.
363
You're getting close to Gilathren. Much time has passed and
you are so tired that you lack the strength to continue despite
being so close. You find some long grass beneath the cover of a
short tree. You sit and soon your eyes close and sleep takes
control.

When you wake, it is early morning, and dew has soaked your
clothing. With a start you realise how much time has passed
and you quickly jump back to your feet and start hurrying
towards your destination.

Go to 54.
364
It's too dim to see much in the guardroom. You return quickly
to the armoury and pick up the torch. Back in the guardroom it
is as you feared, there is nothing of use here, some broken
furniture and empty barrels, that is all.

You give up the search and decide to head up to the main hall.
At the foot of the stairs you meet a guard sergeant by the name
of Gradage. You tell him there are no weapons in the armoury.
He curses loudly. He has organised a squad of off-duty
guardsmen and had hoped to arm them from here. As you reach
the main level you can hear a clamour, the sound of fighting
coming from a side passage. Gradage who is a little ahead of
you, hears the noise too but is focused on other things.

"To the noise of battle!" You say.

"No. With me, join now with my squad, together we can make a
stand, alone we fall!"

If you want to run towards the noise of battle, go to


224.

If you think Gradage is right and you should stick


together, go to 231.
365
A minute passes with you following the line of civilians. A
womans yelp comes from behind. You turn around at the
curious noise to see an orc pulling his sword from the body of
the woman that had been following you. It must have leapt
down onto her from the ventilation tunnel above. You scream in
rage and charge at the orc!

Monster: Orc Strength:3 Toughness:2 Speed:2 Health:3

Go to 356.
366
The next morning after a good nights sleep on the furs, you and
Callum stand outside the door to the cottage ready to
commence the journey. The old man coughs to get your
attention.

"I have consulted the runes and they have spoken clearly. If you
try to leave this valley on foot you shall surely die. The hordes
of orcs that are overrunning the free peoples are swarming
about this place, which is yet hidden from their eyes.

"You must choose one of two paths." He indicates a large pile


of wood with his stick which instantly flares with fire, flames
roaring up above your head. He then holds the stick above his
head and whirls it around. A cloud of grey mist forms and
comes to rest upon the ground near him.

"Either pass through the flames which are a portal or ride upon
the cloud horse."

Callum nudges you and whispers. "The cloud."

If you want to pass through the flames, go to 268.

If you want to ride the cloud horse, go to 287.


367
With a curse you dash to the gully walls and search for a way
up. The wall of water is coming so quickly! You waste a second
wondering how it can possibly be moving so fast, and then leap
onto the wall. The first few hand holds are easy. Your foot
slips, you recover and climb. A glance at the onrushing water
and you know you won't make it, but you have to try.

You drag yourself up the wall another foot or so before the


water crashes into you. You hook an arm around a projection of
rock as the water strives to rip you free. It wrenches at you,
something in your arms gives under the pressure and you
scream out in pain.. After a few seconds beneath the water you
open your eyes and can see the surface just a foot or so above.
With every last ounce of your strength, you manage to drag
yourself up to the surface without being torn free by the
powerful surge.

Statistic Change: Toughness -1

At the top of the wall you lay gasping for air and nursing your
strained arm.

Go to 18.
368
Dragging yourself out at the far side of the lake is difficult, the
cold and the weariness weigh heavy on you. You give up any
idea of finding the pony and start collecting wood, you need
fire and you need heat! It seems like an age before you've
gathered the materials and struck a flame to them. Yet when
you start to feel the first wave of heat it seems a blessed event!

Go to 258.
369
Orcs! The collapse was caused by orcs tunneling under the city.
There are only three of them, but they have a giant fanged
worm creature with them. The orcs are goading it into
attacking!

Monster: Orc and Worm Strength:4 Toughness:2 Speed:2


Health:3

Go to 71.
370
The tunnels you find yourself moving along are lit as once they
had been. The torches and lamps that used to light these halls
are missing, broken or unlit. The smoke is crawling along the
roof of the tunnel like a living thing, and Callum has to walk
bent forward to keep his head clear of the smoke.

Your foot kicks something metal and it skitters loudly across


the floor. You jump quickly to grab it and silence the noise.
You find yourself grasping an engraved and golden cup. That is
puzzling and ask yourself, why would such treasure be
discarded?

Go to 11.
371
Glad to be moving again you follow this captain through a door
where you both stand waiting before another desk. Another elf
sits scribbling on parchment. He writes slowly and deliberately.
You start tapping your booted foot. The elf looks up at you
irritated by the noise, then goes back to writing. You look at the
Captain beside you, confusion and rage are mixed on your face
and he just looks calmly back at you.

Minutes pass and finally the man puts down his quill and looks
at the two of you. The captain quickly retells your story. The
sitting elf, who is apparently a clerk waves the captain away
and waggles a finger indicating you should follow him.

Go to 307.
372
You kindly decline the offer of his wine, and explain that time
is too short for luxuries. He's quite understanding and waves
you on your way shouting a blessing before he loses sight of
you.

Go to 397.
373
You crest a small rise and before you at last is the city of
Trailkeep. A veritable hive of human endeavour! A thousand
chimneys peak above the walls and as many men must be
guarding those walls! The gate stands before you.

Go to 166.
374
You soon come across a small elvish village. You cannot enter
or pass through it. A pallisade of wood surrounds it and the gate
is firmly closed. Guards stand on platforms behind the walls
and when they spot you they shout.

"Be on your way. We don't want any more trouble. Be on your


way dwarf."

You take the elf's advice and bypass the village. There must
have been trouble here recently, perhaps orcs had come raiding
in this direction before attacking Dwarveholm.

Go to 141.
375
A man appears and leads you away from the fallen wharl. Once
you're out of the arena he uses a rag to wipe the blood and dirt
off you. He also gives you swig from a clay flask. It makes you
feel much better. You look with surprise at the flask and then at
the man.

Statistic Change: Health +1

"Good eh?" He says with a smile. "Back to the arena." With


that he leads you back out. "Choose!" He orders, and runs from
the arena.

To have them open the gate with a wolf's head


painted upon it, go to 2.

To have them open the gate with a goblin's head


painted upon it, go to 226.
376
You have to know your father's fate, and quickly take the path
to his quarters. Up some stairs, along a corridor, a turn and
you're standing outside the closed door to his rooms.

Go to 179.
377
The men are rallying in front of the hall. So many of them are
already injured that they look as if already beaten. One man, a
knight stands tall. His armour shines in the few places where it's
not covered in orcish blood. He mounts the steps in front of the
hall. From the top step he addresses the growing crowd.

He starts to talk, in a whisper almost, and the men edge closer


to hear his words. After a few sentences you recognise the spark
of leadership. His words are soothing but also something more.
They are bolstering the spirits of the men around you. When the
sound of nearby fighting washes over the crowd his voice rises
above it in a crescendo of emotion and strength.

As he finishes, his words turn into orders and the men start
forming into ranks. A small party is dispatched in the direction
of the fighting, but soon you and the knight are the only ones
left on the steps of the great hall.

Go to 255.
378
You swiftly jink sideways behind a column and out of sight. A
small door is your new choice for egress. You shoulder charge
the door, and it bursts open. On the other side is a smaller
corridor, normally only used for carrying away those who have
died, but today it's an escape path for the living.

Go to 381.
379
The left hand tunnel dives down suddenly and you end up
almost climbing the steep slope. Grabbing the wall to aid your
climb reveals that the wall is also covered in the reeking sticky
black substance. With much careful maneuvering you get to the
bottom of the slope.

Go to 184.
380
You start following the lower of the two tracks. It winds slowly
into an area of large boulders and splits into two, then splits
again as it winds its way through the boulders. The path
disappears when it reaches a wide gravelled area. The gravel
leads to the left and to the right, after a pause to check your
sense of direction, you head to the left. You soon you find
yourself in gully.

Go to 359.
381
You and Gradage rush along the corridor that leads towards the
back door. This ancient and hallowed pathway has likely never
had dwarves running its length before. It curves slowly to the
right and inclines slightly.

After a hundred yards or so you see a cloud of dust ahead and


as you near it you can see the roof has fallen in! Desperate for
escape you and Gradage throw yourselves on the rubble, and
start climbing to the top hoping to find a way over. Alas it
becomes obvious there is no easy way over. Thinking that
perhaps you can clear a path, you both start pulling at rocks and
throwing them back into the corridor, but after a couple of
minutes you realise there is no escape this way.

Go to 106.
382
As you race down the stairs the possible meanings of a riderless
horse rush through your mind. A messenger? An embassador?
A scout? Any of these or a dozen other purposes could explain
the presence of the horse, and none of them good. The attack on
the city seems to be well organised, that's worrying because it's
so unlike orcs.

Go to 64.
383
You and Callum move into the corridor. Stopping at one end
you look back towards the other. A soft padding sound caught
your ear. Entering from the far end is a large wolf. Its head
appears and turns slowly towards you. It starts to snarl and
comes fully into a view; a goblin rides upon its back. Callum
utters an oath and spits towards the wolf and rider. A second
and a third wolf appear, each with their own goblin.

"The spikes!" Whispers Callum.

With a grin you and he scatter the recently collected caltrops


across the floor before running on gleefully. As you turn a
corner you hear the plaintive howling of the wolves as they find
the metal spikes.

Go to 251.
384
You stamp your way to the top of a low rise and find you have
reached the end of the hills you need to cross. Below you is a
valley of lush grasses, you can even see two or three goats
wandering.

Go to 161.
385
You follow the river, setting a good pace. Constantly you
search the banks in the hope of spotting a boat, even a coracle
would do. The waters of the river are slow but they are sure.
Even without a paddle you could travel many many miles
without having to stop and rest, yet there are no boats to be
found.

Go to 207.
386
You turn around and start back, but after a few footsteps you
realise that the ground is getting wetter in every direction,
somehow you've lost your way!

Go to 52.
387
A look over the top of the rubble and bodies shows you hordes
of orcs beyond, streaming through the broken gates. There are
so many! You step forwards wondering why none are coming
this way, but slip on the rubble. You land badly outside the
doorway and shake your head to clear it before rising. As you
stand you realise you're standing between the dragon's fore
paws! Its giant head swings down towards you, as it massive
teeth part ready to crush you.

Monster: Dragon Strength:7 Toughness:6 Speed:3 Health:8

Go to 219.
388
You move slowly and carefully towards the noise, both
dreading and hoping that this may be the dragon. Suddenly the
breathing stops. With a roar a young dragon leaps into the
corridor. It's not the great beast you sought.

Monster: Baby dragon Strength:4 Toughness:4 Speed:4


Health:4

Go to 100.
389
You arrive at the hillock described by the elvish knight, and
have no problem finding the cave. From a distance it looks foul.
You can see the grass has been worn down by much coming
and going. The ground is strewn with dark matter of some sort.
Its black and sticky with a reek that makes you gag. A rumbling
gurgling sound echos out of the cave. You've never heard
anything like it before. With a determined growl you stomp into
the mouth of the cave.

Go to 111.
390
After some little time you come to a certain level of
understanding with the hairy man. By signs, grunts and play
acting you have a sort of communication going between you.
He offers you a share of his recently killed rabbit if you collect
the wood for a fire.

If you want to collect the wood, go to 9.

If you want to refuse and be on your way, go to 395.


391
Curios you follow one of the kitchen staff as they rush out with
the packages of food. There is a frenzy and an urgency to the
elves movements. You rush after the elf and soon find yourself
led to the front gates of the city. The packages are being handed
to elves that pass out of the gates.

Go to 10.
392
You see a covered wagon at the side of the trail. The horse has
been unhitched and is grazing a little way off. A man sits on the
wagon smoking a long pipe. He sees you and gives you a little
wave of acknowledgement.

When you get up to him, he immediately starts with a sales


pitch. He tells you about the fine pickled herring he has and the
decorative polished stones. You try to tell him that you are not
interested, that you are on a dire mission, but the man will not
stop talking, he goes on and on.

If you want to tell him to shut up and leave you alone,


go to 113.

If you are willing to spend some time here and


perhaps get some information out of him, go to 178.
393
You kick the door but it doesn't move. Callum puts his shoulder
to it and that does the trick. It bursts open and Callum staggers
into the tunnel beyond. Smoke curls along the roof and trickles
out the door.

Go to 136.
394
The two fights have left you bloodied and dirty. Your strength
has ebbed and you can feel the creeping edge of depression
sliding over you. You could spend some time building a fire
and go through the ritual of cleansing. It should help get your
energy levels up, but it will take time that you can ill afford.

To carry out the ritual, go to 296.

To rush onto Trailkeep, go to 261.


395
You sternly shake you head, dismissing the idea. You indicate
by signs and smiles that you are grateful for the offer but must
hurry on. You edge around the small clearing keeping a safe
distance between you and the man and continue on your way.

Go to 202.
396
There's a huge roar above you. A massive troll stands on a
craggy block looking down at you. It raises a large club and
leaps!

Monster: Troll Strength:2 Toughness:5 Speed:4 Health:4

Go to 193.
397
A horse with a human rider comes pounding along the graveled
trail. He carries sword and shield but wears no armour. He does
not slow at sight of you. You wonder if he intends to run you
down!

Go to 128.
398
Set step through the archway and a few of the women and
children follow. You wave these on further down the tunnel and
turn your attention back to those still in the hall.

"Ho! All civilians with me, we are leaving by the back door."
Your shouts get attention and they start to filter hesitatingly in
your direction. As they pass you wave them on, directing them
towards the back door. As the flow of bodies passing you starts
to thin you consider your best position. The line of civilians is
going the right way, but should you run to the front, and act as
scout or trail behind to be the rear guard.

To run to the front, go to 32.

To act as rear guard, go to 22.


399
You rush into the kitchens. The contents of the ovens have been
kicked out and clouds of ash and smoke are still billowing. One
of the cooks lies dead with a goblin spear in his chest. Standing
over his body and the bodies of a number of goblins are the
remaining cooks. They are standing with cleavers and knives
dripping with goblin blood.

"They came down the chimney!" says the nearest cook.

You nod in reply and suggest they arm themselves with better
weapons before relighting the fires to stop any more goblins
descending that way. One more look around and you return to
the ruckus in the dining hall.

Go to 183.
400
The dragon claps his steely eyes on you the moment you step
into the hall. It takes a breath and launches a ball of tumbling
fire at you. You scream and charge into the flaming heart of the
attack. Your armour bursts into glowing life and throws off the
dragons fire. But you don't notice that, you only have eyes for
the dragon. You attack!

Monster: Dragon Strength:7 Toughness:6 Speed:3 Health:8

Go to 401
401
You lay beside the bloodied and bleeding corpse of the dragon
gasping for your breath. Time passes and tiredness drags you
down into sleep.

When you wake, cold has seeped into your bones. You fell
asleep upon the stolen gold that the dragon was using for a bed.
You look at the dead beast and spit contemptuously at it.

Nothing moves, nor does anything make a sound. The mountain


seems dead. The remaining orcs have fled.

You slowly walk through the hallways not realising where your
feet are taking you. Then you're climbing the stairs to the
lookout. When you get there you find that it's dawn. The
warning gong still hangs from its mount. The hammer lies at
your feet, you pick it up and start beating the gong. A new day,
a new beginning.
Item Strength Speed Toughness Health

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