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24 There is another round of applause when you announce your challenge and take to the stage. As you prepare for the splash, the showman lays down the rules: On the whistle blow you may dive in. The goal is to catch the Silverling fish with your bare hands before your opponent. No tricks, no fisticuffs. You move to the edge of the water-filled tank facing the one called Barracuda. Other than being completely bald, he has wide hands and feet that resemble fins or flippers, and his toothy grin is most off putting. Then the whistle sounds and you both dive in to catch the tiny fish, darting here and there. Roll one die four times, totalling the values, then add your Initial Skill to get a final score. Do the same for Barracuda, who has a Skill of 8, and compare the two values. If you spend a point of Luck you may add 2 points to your score. If your score is greater, turn to 18. If Barracuda's score is equal to or greater than yours, turn to 27. |
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18 The Silverling darts everywhere and you swim hard, chasing it all the while and often inadvertently clashing with Barracuda. For an instant the fish zips close by and you seize your opportunity. You snatch the Silverling just as Barracuda makes a grab. But you are quicker and your opponent catches nothing except bubbly water. You swim to the surface, holding the Silverling aloft to the ecstatic audience. You have won. Restore 1 Luck point. The showman shakes your hand, congratulating you, though you sense his disappointment. Barracuda, on the other hand, takes it far less seriously. If anything, it seems he is glad to have finally found a worthy competitor. You are presented with your choice of prizes as you dry off: a Healing Potion, which restores 5 Stamina points when drunk; a pouch containing 8 Gold Pieces; and a Druid's Talisman. Choose one then continue by turning to 29. |
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29 Your stroll through the Market Square has taken time, and the hour is getting late when you arrive at the blacksmith's. Hammering away noisily by an open fire is a large bare-chested man, whose bulging muscles are stained with soot. The building you are in is a stable much like yours only smaller and serving a different purpose. You cough to get his attention explaining that you require a batch of horseshoes for the stableman. He ignores you until his work is complete and you wait there impatiently. At last he finishes making a breastplate and sets it aside to cool. He comes round to you. "Horseshoes again, eh?" he says in a nonchalant way. "Av" plenty o" them but a big order came in this mornin so the price is up. Cost ya 10 Gold now." If you can afford the asking price, turn to 33. If not, turn to 39. |
ok so this leaves us with 31 gp.
we have horse shoes.
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33 The blacksmith drops the coins into his grubby apron that, at one stage may have been white. He tells you that he will bring them over tonight to avoid getting mugged in the street. Thanking him you head back south. Turn to 42. 42 In the Garden quarter of the city, your friend, the eccentric Zuvember, resides not far from where you are. If you think you have time to pay him a visit, turn to 48. If you"d rather carry on south, turn to 15. |
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48 As you make your way to his home, you notice that several buildings have developed strange crimson flowers, creeping along the walls like ivy. A new species for the Public Gardens, you think to yourself. Zuvember's store-turned laboratory is similarly affected. You knock on his door and wait tentatively, half expecting it to come flying off its hinges after another failed experiment! There is no reply. You shout for him, but he doesn't seem to be at home. Not wanting to waste any more time you walk away, hoping to see him later. Note down the word "SPIDER" on your Adventure Sheet and turn to 15. *notes spider* 15 You pass a number of rather sorrowful looking houses and back across Singing Bridge. A group of wretched urchins scurry into your path, almost causing you to trip over and you shout a few unfriendly words at them as they disappear round a corner. The traders at the market have more or less cleared their stalls and are packing up for the day. A commotion from an alley to your left rouses your curiosity and you investigate. The alley is littered with piles of mud-soaked garbage and broken timbers, but that is hardly the worst thing you see. About ten feet away, a man lies face down in a murky puddle - his clothes slashed and bloody. The murderer stands only a few steps from him and is about to run an old woman through with a long knife"¦when suddenly, he sees you! Will you turn and run (turn to 11), or rush to the woman's aid (turn to 49)? |
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49 You draw your sword and prepare for battle as the man throws the woman to a side, turning his attention to you. His eyes exude an insane bloodlust that makes you tremble, and his tattooed arms bulge with muscles. He moves purposefully towards you, licking his lips in anticipation of another kill! Remember to reduce your Skill by 2 for this battle because you are only armed with a rusty shortsword. TATTOOED KILLER SKILL 12 STAMINA 15 If your Stamina is reduced to 4 or less, turn to 20. If you win, turn to 34. |
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20 Your assailant's blows and cuts rain down on you and you are hard pressed to defend yourself. This appears to be a fight you cannot win and you pray that death is quick and painless. But the blow that would no doubt seal your doom is never dealt, for the knife connects with the blade of a shining broadsword. Before either of you can even register whom the new combatant is, the blade flashes twice more and it is over. The quiet ringing of the sword can be heard in the cold silence, broken suddenly by a squelching splash and a thud - the tattooed killer's head landing in a mud pool some meters away, and the headless body falls. Turn to 36. *Nice!* 36 You collapse against a grimy wall, utterly spent. You are only aware of your wounds being tended to when a bandage is pulled tight over a nasty cut: the sting jolting you back into the real world. A potion is poured down your throat. It is a restorative and already you feel your strength returning. Restore 8 points of Stamina. Your saviour is an armoured knight dressed in full plate and armed with an enchanted sword - the image of a hero you have always dreamed to be. You thank him for saving your life and commend him on his supreme fighting skills. Never have you witnessed such expertise in swordplay. He merely nods in response and, seeing as you are now in no mortal danger, walks away. Looking around you notice that the woman you saved is nowhere to be seen. All that remains with you in the alley are two dead bodies and a lot of garbage. Will you: Try to learn more about your saviour? Turn to 21. Search the bodies? Turn to 28. Flee in case the City Guards try to frame you for murder? Turn to 23. |