UPDATE 17
Temple of Flame is back.
QUOTE (62) |
The gem is as smooth and as large as an egg, and gleams in your hand like a drop of blood. You do not have time to value it now, but it is of a very satisfying weight. You slip it into your backpack and head for the passage in the western wall. You are barely halfway across the room when brilliant light flares up in each of the niches. Minki cowers back against the wall. You look upwards and can only stare in horror as the skulls - each now surrounded by a halo of lambent gold flame - float from their high eyries and swoop down towards you. Are you wearing a jewelled pectoral? If so, turn to 192. If you do not have this item, turn to 19. |
QUOTE (192) |
Although single-minded in their defence of the temple, the undead Skullghasts are not able to truly think and reason. They recognize the pectoral and, believing you to be a noble of the ancient Anku Empire, break off the attack and return to their niches. You breathe a sigh of relief at your narrow escape and depart through the opening in the western wall. Turn to 163. |
QUOTE (163) |
You pass through a succession of high peaked chambers. A long cloistered gallery runs parallel to these and, although your eyes cannot penetrate the utter darkness beyond the pillars, you gra- dually become convinced that something is mov- ing along the gallery, keeping pace with you as you go from room to room. A slight noise so alarms Minki that he scrambles up your cloak to perch on your shoulder. You wait for more than a minute - tense, standing perfectly still, staring into the black arches of the gallery. You can see nothing there. Finally you accept that your mind is starting to play tricks on you. However, just as you are about to continue on your way, another sound echoes out of the darkness. Minki is so panicky by now that he jumps right up on to the top of your head and holds on tight by grabbing your ears! You gently lift him off. As your fingers encircle his tiny frame, you can feel the pounding of his heart. Or is it your own pulse? Turn to 185. |
QUOTE (185) |
You leave Minki in the middle of the room and advance slowly towards the cloistered gallery, holding your sword ahead to drive back the sha- dows. Suddenly there is a ghastly shriek and a staring, green-tinted skeleton rushes out of the darkness, flailing at you with its cracked fingers. The Anku nobleman has come to reclaim what you stole from his grave. REVENANT VIGOUR 9 Roll two dice: score 2 to 6 You are wounded; lose 3 VIGOUR score 7 to 12 The Revenant loses 3 VIGOUR You cannot FLEE - if you do not destroy the creature now it will pursue you forever. If the Revenant wounds you on two consecutive dice rolls, turn to 151. If you manage to defeat it without it ever hitting you twice in a row, turn to 286. |
QUOTE (286) |
The Revenant disintegrates and clatters in fragments to the stone floor. Its bony hands are still clinging to your tunic; it is only with considerable effort that you break their grip and hurl them away from you. You walk over to where Minki sits trembling. He whines and stares nervously into the shadows, but will not move. Eventually you pick him up and continue west. Turn to 217. |
QUOTE (217) |
You finally reach a corridor running north-south. Will you go north (turn to 210) or south (turn to 24)? |
Good to have this one too. Let's go north and see if we can come out of here alive. I do like the die if you do, die if you don't concept.
UPDATE 18
North:
QUOTE (210) |
After a while the corridor you are in joins a second corridor running east and west. You decide to take the western branch. Turn to 190. |
QUOTE (190) |
You walk along the corridor and emerge on to a high balcony overlooking a large hall. Carved panels on the walls depict ceremonies of devotion to the flame-god Katak. Looking down to the floor of the hall, you see six fretwork screens of gleam- ing silver placed in a hexagon about a crackling brazier. The leaping flame spreads a cobweb of shadows from the screens right out across the hall. Within the area enclosed by the screens, the firelight is thrown back in bright reticular patterns of great beauty. How extraordinary it is to stand here and gaze upon this work of the Anku priest- lords, this living art that has outlived the civilization that created it by more than two thousand years! You are so absorbed in admiration for the ancient artifacts and carvings that you do not notice a black-clad form drop from the lintel of the archway behind you. It is one of the Nightmare Guard, Damontir's retinue of unhuman assassins. As it stalks towards you, Minki suddenly utters a shrill cry and skitters away nervously. His warning gives you just enough time to whirl and strike at the oncoming assailant with your sword. It falls back for an instant, then lunges at you again, anxious to encircle your neck with its garrotte of weighted silk. NIGHTMARE GUARD VIGOUR 12 Roll two dice: score 2 to 5 Turn to 63 score 6 to 12 The Nightmare Guard loses 3 VIGOUR If you kill it, turn to 166. If you try to FLEE down the steps from the balcony, do not roll the dice as you would normally do, but turn to 75. |
QUOTE (63) |
In the depths of its dark cowl, the Nightmare Guard hisses with cold glee as its garrotte snaps taut around your neck. Roll one die: score 1: It breaks your neck; you die instantly score 2 to 5: You struggle free but lose 1 VIGOUR score 6: You get free without taking injury If you are still alive, continue to fight. Roll two dice: score 2 to 5: Roll one die and refer to the above table score 6 to 12: The Nightmare Guard loses 3 VIGOUR As before, if you try to FLEE you should turn to 75. If you kill the Nightmare Guard, turn to 166. |
QUOTE (166) |
Minki shrieks and chatters and cavorts along the balustrade, elated at your victory. A sulphurous tang assaults your nostrils. The robe at your feet is crumpling into shapeless folds and a thick yellow vapour wafts from it as the body within disinte- grates. The "fate of all the Nightmare Guard when slain is to return to the smouldering ashes from which they were created. You lift the creature's garrotte from where it lies. It is only a scarf of midnight blue silk decorated with a pattern of white skulls - a thing seemingly harmless, even if in questionable taste. Yet in the expert hands of the Nightmare Guard it became a lethal weapon which almost robbed you of your life. You drop it by the limp black robe and, gathering up Minki on your shoulder, descend a staircase at one end of the balcony to the floor of the great hall. You move along past the screened brazier, your own shadow sharp against the dif- fuse bars of light and shade, towards a pair of doors in the centre of the east wall below the balcony. The doors are heavy blocks of mahogany, inlaid with sculpted panels of smooth coral. There is no other way out of the hall, so you pull them open and step through. Turn to 136. |
QUOTE (136) |
A short, downward-sloping tunnel opens on a spectacle that takes your breath away. You are standing on a jutting ledge on one side of a shaft nearly fifty metres across! It must go right down into the heart of the pyramid - perhaps deeper than that. You cannot see the bottom for billowing clouds of steam rise up the shaft. A stone walkway, improbably narrow and impossibly unsupported, spans the width of the shaft to a ledge on the eastern wall. Through the seething vapour you can see the black mouth of an archway leading from the other ledge. The walls of the shaft are filmed with rippling water, which is perhaps flow- ing in along ducts in the pyramid from the tropical storm above. It streams down into the depths of the shaft. Far below, you imagine a spring or underground lake. After allowing yourself a moment or two to take in this staggering vista, you concede that the only way onwards lies across the narrow walkway. Minki clings nervously to your shoulder as you step out on to it. You are slightly more than two-thirds of the way across when, from the archway ahead, a cry rings out above the insistent murmur of trickling water: 'Ah, Dragon Knight! The flower of Paladosian chivalry! . . . And I, the blight that will wither the bloom.' The voice is Damontir's. Turn to 120. |
QUOTE (120) |
The dark, cowled figures of perhaps a dozen Nightmare Guards cluster forward from the arch- way. In their midst stands the warlock Damontir. He is little changed by the gulf of years since your last meeting - the sallow face and artful smile are the same, the long white hair swept back from the widow's peak, the pentagram tattoo around his left eye. The glint of insane evil in his gaze. Damontir slowly draws off one of his velvet gauntlets to reveal a sparkling jewel - the Ring of Red Ruin. 'I would prefer to savour this moment,' he says, *but I am in haste to acquire the idol. Your death will be but a brief and squalid interlude.' You watch grimly as he levels the magical Ring at you. There is a pause of several heartbeats. Surely he does not expect you to cringe before him! You tense up, ready to drop low and rush them, but when the blast comes it is not meant for you. The coruscating flame lances from Damontir's ring to strike poor Minki from your shoulder! The mad warlock cackles inhumanly as the monkey's charred body drops from the walkway into the white clouds far below. Your shocked paralysis at this sudden and needless slaughter lasts only a second, and then you are charging along the walkway, swinging your flashing sword and roaring in blood-rage. Damontir blanches and steps back, no longer laughing. You halt close to the ledge as the Nightmare Guard move in to protect their master. You adopt a defensive stance and wait for them to come to you. The narrow walkway is to your advantage: they can only fight you one at a time. Damontir, however, has other plans. Recovering his composure, he orders the Nightmare Guard back and calls out to you, saying, There is another member of my retinue. I believe you knew him once as Sulsa Doom.' Two scared-looking slaves step forward into the arch behind Damontir. The guttering light of the torches they carry illuminates a figure waiting there. He stands more than two metres tall, with a huge falchion in each grey hand. His armour shows patches of rust and a mouldering cloak swathes him like a shroud. He advances stiffly on to the walkway. 'It cannot be Doom!' you say, knowing that it is. 'A score of knights saw him topple from the Tower of Victory when his attack on the king was thwarted!' 'My servants retrieved the body and I used necromancy to reanimate it. Sulsa Doom is no more than a mindless zombie now, but his skills as a warrior are undiminished - as you will discover. Doom, slay this fool then guard the way until I return!" Damontir and his black agents turn to leave, but he lingers just a moment in the archway to murmur equably, 'Farewell, Dragon Knight. You must excuse me for saying it, but I think your Doom is upon you . . .' His laughter echoes back as he walks off into the darkness. Turn to 160. |
QUOTE (160) |
Trying not to look down, you advance along the perilous walkway. Sulsa Doom waits for you with his heavy black swords raised. SULSA DOOM VIGOUR 15 Roll two dice: score 2 to 3 You take two wounds - lose 6 VIGOUR score 4 to 6 You are hit once and lose 3 VIGOUR score 7 to 12 Sulsa Doom loses 3 VIGOUR If you win, turn to 260. If you wish to FLEE by diving into the shaft, throw the dice as usual and then turn to 227. |
Temple Of Flame 3 (Hover)
QUOTE |
You decide to take the western branch. |