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20 You decide to take the rather dark and less-travelled tunnel that leads to the Guardroom. The Warren of Akhuz infests one room (conveniently called the Big Room) of a much larger crypt, and the Guardroom watches over the only connection to the other areas of the crypt, ending in a spying hole for checking on the activities of the infrequent visits by Big Folk. There is also a heavy wooden trapdoor in the Guardroom, leading down into the bowels of darkness, a nightmare realm known as the Dark Places, although Trog shamen debate whether the Dark Places are part of the crypt proper or instead a manifestation of the Great Underworld itself. On perpetual guard duty is Hortung, a mean loner prevented from much contact with the rest of the Clan owing to random attacks of insanity. Excellent guard though"¦He looks up from sharpening arrows as you enter and you cannot help but flinch at the demonic mask tattooed onto his face. "Here, Skuznut! You"ve seen better nights that's for sure! What brings you to this crack of the Warren?" You grin sheepishly. "Just going for a walk. To clear the head, like." "Well you can't go that way," he says, pointing down the tunnel that leads to rest of the crypt. "Chief's orders, you know." "Why? What happened?" "Yours truly spotted a Big Folk entering the crypt. Chief's planning an ambush right now, and doesn't want anyone getting seen before the Big Folk gets to the Big Room." Hortung starts chuckling, which makes you nervous because you don't see anything funny. You notice in the centre of the chamber that the trapdoor to the Dark Places lies open, and Hortung, upon seeing you look at it, starts chuckling louder. "Hey, be my guest, but I"ll have to close it after you!" Do you want to enter the Dark Places? If so, turn to 5. Otherwise, you can exit the Guardroom by the tunnel that leads onwards to the Chief's Room, by turning to 34. Alternatively, if you"re feeling lucky, you may chance a run for the tunnel leading to the rest of the crypt, although Hortung may well put a few arrows in your back if you try. Turn to 57 if you favour this option. |
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Now you"re in trouble. Here in the bowels of the Warren, smoke and foul gases belch from strange fissures leading ever downward, whilst loathsome things leap silently from the shadows to rend poor Trogs with their talons. These are the Dark Places, and there is an excellent chance of some netherbeast slithering up to do you harm. Roll a die and turn to the paragraph indicated to see what has ambushed you. 1 Turn to 62. 2 Turn to 36. 3 Turn to 19. 4 Turn to 24. 5 Turn to 43. 6 Turn to 55. |
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43 You hear a grating screech and the sound of claws on stone as a grey furred form launches itself through the air, over sized incisors ready to tear your throat out. You face a GIANT RAT. GIANT RATÂ SKILLÂ 4 STAMINAÂ 2 If the GIANT RAT reduces your STAMINA to zero turn immediately to 29. If you defeat the GIANT RAT, it collapses in a heap, allowing you to turn to 11. |
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11 You press open the slain beast's jaws, and using your flint knife as an improvised dental implement, manage to extract two tusks worth of dentures (don't forget to add them to the total on your Adventure Sheet). Then you decide it might a good idea to get of here quick, before something else shows up to test your mettle. Dimly in the gloom your eyes can make out the shape of the wooden trapdoor leading back to the Guardroom. If you want to rap on this to summon Hortung, turn to 40. Alternatively, you also spot the entrance to a tiny tunnel winding in a tight spiral upwards, presumably to the top of the Warren. Turn to 70 if you want to leave the Dark Places by this route. |
So it shall be. If we die we just again from here.
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40 You rap on the trapdoor, and are rewarded when it opens and Hortung's hand reaches down to pull you through into the Guardroom. As he does so, something snaps at you ankle and your hear the sounds of teeth clashing together, but you have no chance to see what it was as Hortung hurriedly slams the trapdoor down after you. "You"re a crazy fool Skuznut," he says, shaking his head. "I can't believe people think I"m mad compared to the insane things you get up to. Get outta here!" "Hey," you say, shrugging your shoulders as you leave the Guardroom. "Normally I wouldn't do stuff like that but I"m feeling a bit strange right now." You take the tunnel that winds along to the Chief's Room. Turn to 34. 34 The Chief's Room is one of the biggest chambers in the Warren, and traditionally home to whatever despot has managed to bully enough support together from various shamen, bodyguards and warriors, in order to lead the Clan of Akhuz. Vurg, the current Chief, favours a heavy-handed approach to the loosely defined Trog ideals of leadership, and as well as the spectacular failure of Kursh Notch Ear's expedition that wiped out three of the Clan's toughest heroes, there have been more than enough petty acts of "discipline" to make your blood boil. And as you, Skuznut, are one of the last warriors to pledge your support for Chief Vurg, the feeling is mutual. This is amply demonstrated when you enter Chief's Room and Vurg, upon seeing you, rises from his toadstool throne to point his bone sceptre in your direction and immediately yell: "Skuznut you blackheart! What in the name of the Great Underworld are you doing back here then?" The chamber, which is full of warriors, bodyguards, several shamen and diviners (representing Demons of all sizes), plus a sizeable number of plain courtiers and sycophants, goes deathly quiet. What will your response be? Anger (turn to 68), submission (turn to 75), or will you offer him the gift of a snakeskin if you have one (in which case cross the snakeskin off your Adventure Sheet and turn to 59). |