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12 You charge at the two men waving your shortsword. But the thieves are not interested in a street fight; only in their ill-gotten gains and run away as you arrive. The peg leg may be a few gold worse off but is grateful not to have received any bruises as well. He is a fortune-teller by trade and, in payment, offers to read yours free of charge. You feel obliged to let him. "Mmmm. Your life is immersed in adventure, for adventure is your guide in life," he tells you, "Yet, if you miss opportunities presented to you each day, your adventure, and hence your life, will never truly begin. Look to the future, not the past. Follow what you regard as important in your life." The man carries on down the street leaving you to ponder on his advice. Turn to 22. 22 The stableman calls you over to groom the horse that came in last night. The graceful mare has skin white as snow with a holy symbol painted on to its flanks. It takes an immediate liking to you as you give it a good grooming. When you finish, your tutor has another job for you. Horseshoes are in short supply, about an extra two-dozen at least are needed for tomorrow. A batch of saddles also needs collecting from the local tailor's. He throws you a pouch containing 30 Gold Pieces before dealing with a pair of excitable stallions that are being brought in. Where will you go first? Will you go to the tailor's (turn to 43), or the blacksmith's on the other side of the city (turn to 17)? |
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17 Saving time by going through a dank alley that leads straight to the Market Square, you stumble across some sort of deal between two shady figures. Obviously too immersed in whatever it is they are whispering about, they don't even notice you approaching. Will you: Casually walk by? Turn to 7. Hide in the shadows? Turn to 35. |
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35 After several minutes, the conversation ends and the taller figure exits the alley. As the sunlight hits him, you see that he has greyish hair and is dressed in the green robes of a sorcerer. You soon lose sight of him in the crowds. The other figure walks past you without knowing of your presence. He is a MAN-ORC armed with a small axe. Will you attack him (turn to 10), or let him be (turn to 38)? |
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10 You leap out of the shadows surprising him. Remember to reduce your Skill by 2 for this battle because you are armed only with a rusty shortsword. MAN-ORC SKILL 7 STAMINA 5 You may Escape at any time by fleeing to the Market Square (turn to 38). If you reduce his Stamina to 2 or less, you may decide to spare him (turn to 47). If you win, turn to 5. |