TEXT: THE COLD HEART OF CHAOS
  A FIGHTING FANTASY GAMEBOOK
  by
  AL SANDER
  
  BACKGROUND
  You are a young dwarf, one of a large clan that resides in Salamonis. You have 
  had the best of education, and have been told a most secret tale of your ancestors; 
  about the hold they lived in far north of the Icefinger Mountains, and the ritual 
  they performed that blocks the power of chaos from ever entering this world 
  again. Part of this ritual was the carving of the Pillar of Stability, which is located 
  in the abandoned hold of your people.
  Knowing this tale, you are certain something has gone wrong. Throughout much 
  of you life you have heard travelers tales of the spreading of chaos, the growing 
  boldness of those that worship the chaos gods, and the increasing effectiveness of 
  their spells. Less than a year ago, Salamonis was threatened itself by a group of 
  chaos cultists hoping to bring pestilence down upon the city itself.
  You reason that the Pillar of Stability must be losing power. None of the elders or 
  your tutors want to investigate, indeed they just scoff at your reasoning. So you 
  resolve to make the trek to Grimwoden, the halls of your ancestors, and find out 
  first hand about the pillars.
  You are going alone. The only other dwarf that you feel would have aided you is 
  one of your old tutors, Diuron. Sadly he was taken prisoner by a band of goblin 
  mutants many years ago, and is almost certainly dead. 
  You packed everything that you could afford, given your limited funds and lack 
  of aid by your people: 2 provisions, a tent, snowshoes, kindling, and a bedroll. 
  Then you set off north through the dwarven town of Stonebridge, and then the 
  human town of Fang. Although the trip was not without danger, it pales in 
  comparison to the problem you face now. You’re well past the Icefinger 
  Mountains, far from any habitation. Poor weather has slowed you considerably 
  and you have only enough food for two more days. You know you are getting 
  close to Grimwoden, but it could take you weeks yet to locate, and your path 
  back to civilisation is even longer still. As the wind howls through the night 
  outside your tent, you reflect grimly that you are almost certainly doomed. 
  Morning is coming, and with morning, the end stages of your epic trek.
  NOW TURN OVER
  
  1
  The gods gift you with a startling clear, sunny day. For the first time in days you 
  are able to make good progress, your snowshoes leaving a trail behind you in the 
  snow. You still believe you are some distance from your objective, but feel hope 
  for the first time in days. If only this weather can hold, you may yet live to see 
  the ancient hold of your people. Filled with growing excitement you pick up 
  your pace.
  As the sun moves to its zenith, you find yourself travelling through the lower 
  foothills of the formidable, seemingly impenetrable, range of mountain peaks 
  ahead, the Dragon Spires - whose peaks dwarf the Icefinger Mountains you have 
  already conquered. You feel pride in your achievement, making it this far, 
  against all the odds. If only the nagging sensation of being followed, of some
  danger growing ever closer, were to go away, you would almost be content.
  Caught up in your thoughts, you do not notice until a fraction too late the blur of 
  movement, the flash of fangs, and the growl from inhuman throats erupting 
  around you. Test both your SKILL and your LUCK. If you fail both tests, turn to 
  12. If you succeed in only one of the two tests, turn to 26. If both tests are 
  successful, turn to 45.
  2
  The sun sets on a patch of snow twisted and formed into shapes and patterns 
  that disturb the eye. In the center of the snow is a small mound, formed from a 
  crumpled suit of chainmail, which has been polished to a perfect shine, as if by 
  powerful and scouring winds. Next to the chainmail lies a well used battleaxe, a 
  crack running through it, from a missing chunk on its head, all the way down to 
  through its shaft. Tatters of leather beneath the chainmail partially conceal a 
  small pile of carefully arranged bones, stripped not only of flesh, but also of its 
  marrow.
  You adventure ends here.
  3
  You race through the halls of Grimwoden, past cold and empty forges, enormous 
  feast halls, tunnels innumerable leading to residential rooms, and finally, into the 
  
  Throne Room itself. The Throne Room is majestic; its cavernous halls echo with 
  your footsteps and your heavy breath. Behind the carved throne of stone is the 
  Pillar of Stability, reaching up and through the roof. You slow down as you 
  approach the pillar. A figure steps out from the concealment of the throne. “In 
  Kerillim’s name, what are you doing here?” you exclaim, stepping backwards in 
  surprise.
  Unfortunately you will never know the answer to that question. So great was 
  your surprise, you didn’t feel the presence of the inhuman creature stalking up 
  behind you, and as you step back, it removes your head with one wrench of its 
  powerful arms. Your expression of surprise will stay on the face of your severed 
  head forever.
  Your adventure ends here.
  4
  “Diuron, you have caused pain and death to thousands of goodly folk, even you 
  own clan!”
  He sneers, “Don’t be a fool. With change comes pain. We must shed the useless 
  husks of those who cannot adapt”.
  If you have heard enough, and wish to attack, turn to 21.
  If you want to try once more, appealing to his sense of reason, turn to 42.
  5
  You make good progress for several hours before reaching a towering jagged 
  cliff, which stretches as far as you can see along the base, both left and right. The 
  cliff is climbable, but it is very high. The climb would stretch both your climbing 
  skills and your endurance to the limit. The only other option you can think of is 
  to work your way along the base of the cliff to try and find an easier way up. The 
  gradient is sloping generally upwards to your left, making this the obvious 
  direction to try. 
  As you consider your options, you hear terrible, agonized cries pierce the air, 
  coming from across the snow, back the way you came. The sounds are those of 
  the Snow Wolves but, as the last of the howls is suddenly cut off in mid scream, 
  
  you realize that something terrible has happened to them. You are still being 
  followed, but by what sort of inhuman creature you don’t yet know.
  If you want to attempt to climb up the cliff, turn to 15. If you want to head left 
  along the base of the cliff, turn to 22. If you want to head right along the base of 
  the cliff, turn to 29. To stay here and confront the creature following you, turn to 
  33.
  6
  You run as fast as possible, the powdery snow beneath your feet slowing you 
  down despite snowshoes. Roll 4 dice and add the total together. If the total you 
  rolled is greater than your current STAMINA, turn to 14. If the total is equal or 
  less than your current STAMINA, turn to 10.
  7
  Frantically you translate the runes, successfully finding a way to both open, and 
  close, the portal. You place your hands on the points marked and the wall of 
  stone slides sideways. You jump through the doorway, into dwarven carved 
  halls, not a moment too soon. The inhuman form of your pursuer, surrounded by 
  the whirling of the storm, slides malevolently up the last few steps. Its eyes are 
  pools of darkness that seek to draw you in.
  You must make a decision fast. If you want to sprint into your people’s halls and 
  attempt to lose this terrible foe within them, turn to 23. If you want to close the 
  portal, in an effort to stop you pursuer, turn to 44.
  8
  You wander through the halls of Grimwoden, past cold and empty forges, 
  enormous feast halls, tunnels innumerable leading to residential rooms, and 
  finally, into the Throne Room itself. The Throne Room is majestic; its cavernous 
  halls echo with the noise of your footsteps. Behind the carved throne of stone is 
  the Pillar of Stability, reaching up and through the roof. You slow down as you 
  approach the pillar. 
  
  The pillar is ornately carved and seems to radiate all the virtues you hold dear, 
  stability, respect, harmony and life. As you examine it more closely you notice, to 
  your horror, a fine crack running from the base, to almost half way up. The crack 
  is oozing a darkness, more spiritual than physical. As you struggle to take in the
  implication this damage, a figure steps out from the concealment of the throne. 
  “In Kerillim’s name, what are you doing here?” you exclaim, stepping backwards 
  in surprise.
  It is your old and beloved tutor, Diuron the Wise. He looks well and he nods his 
  head at you benevolently. His voice is deeply resonant. “I should have known 
  you would come. You were always my favorite student, less hide bound than the 
  others, more open to the richness of the world around you.”
  You shake your head in confusion.
  “Yes, it was I who have damaged the pillars,” he speaks earnestly. “It needed to 
  be done. Our people are so bound up in their unbending life of tradition, they 
  cannot see that change is a needed part of life, as important as food or shelter to 
  our well-being.”
  “The creature…” you start to say.
  “Yes, I called forth the demon of chaos also, and set it to slay anyone coming 
  near. I cannot be disturbed in my work! I have too much still to accomplish!” His 
  voice softens, “Although, if I had known you were coming, I would have let you 
  passed. You did well to defeat it.”
  You cannot believe what you are hearing. How could Diuron be responsible for 
  so much death, so much unnecessary evil throughout Allansia. You struggle to 
  think of a reply.
  If you have heard enough and simply want to draw your weapon and attack, 
  turn to 21.
  If you want to try and make him aware of all the misery and destruction he has 
  caused, turn to 4.
  If you want to ask him more about his reasons, turn to 32.
  9
  Either through skill of observation, or plain luck, you spot something that makes 
  your heart race. Dwarven runes, which mark the start of a dwarven road. You 
  
  search around, and after much effort, find a small, apparently natural, lava cave 
  opening.
  You crawl into the tunnel, which soon opens out into a passage large enough for 
  you to comfortably walk along. There is no light in here, but the walls and floor 
  have been smoothed from their natural state. You are used to travelling 
  underground, so you have no difficulty travelling this route. After about half an 
  hours walk upward through the darkness you detect a strange scent, perhaps… 
  flowers? 
  Feeling around to locate where the scent is coming from, you find a narrow 
  passageway at right angles to the one you're in, leading slightly downwards.
  If you want to crawl in and follow this new passageway, turn to 16. If you want 
  to continue to head upwards along your current passageway, turn to 38.
  10
  Legs pumping, you scramble up the side of the valley, and not a moment too 
  soon. A huge wave of ice and snow rumbles past you, its passing shaking the 
  ground, almost sending you tumbling from your perch. You sigh with relief as 
  the avalanche subsides. You continue on up the valley, turn to 18.
  11
  “Diuron, all life by its very nature is change. That is its natural state. Can’t you 
  see that all you are doing is bringing unnatural chaos and death into this natural 
  cycle of change. Surely you know better, you taught me better”.
  Diuron looks confused and uncertain for the first time.
  If you have the rose mark, test you LUCK. If you are successful, turn to 37. If you 
  fail your LUCK test, or if you don’t possess the rose mark, turn to 34.
  12
  You are stuck from behind by the solid weight of one of your attackers. As you 
  are knocked to the ground, you feel the exposed parts of your body, your arms 
  
  and your legs, being torn into by your foes. Roll one die. This is the amount of 
  successful strikes you endure before you throw your foes back for long enough 
  to get to your feet. Each successful strike does 2 STAMINA points of damage to 
  you. 
  You wildly strike around, trying to keep your assailants at bay as you clear the 
  snow from your eyes. Surrounding you is a pack of ferocious Snow Wolves. 
  They work as a team, nipping in, biting at you as you try and fend off others 
  from their pack. You are in desperate peril and must fight.
  SNOW WOLF
  SKILL 9
  STAMINA 7
  SNOW WOLF
  SKILL 7
  STAMINA 9
  SNOW WOLF
  SKILL 8
  STAMINA 8
  SNOW WOLF 
  SKILL 9
  STAMINA 8
  You must fight them all together. If you manage to defeat one of them, do not 
  continue the fight. Instead, turn to 39.
  13
  You run like the wind, outdistancing your pursuer in the almost-familiar halls of 
  your people. Finally, body burning with fatigue, you make it to the massive 
  doors that can only be the entrance to the Treasury. The doors are closed, and 
  you realize you have no chance to open them in the little time you have left. You 
  must make for one of the other areas in the dwarven halls, but first subtract 1 
  STAMINA point, due to fatigue.
  Now you must run again. Roll four dice and add the total together. If the total 
  you rolled is greater than your current STAMINA score, turn to 36. If the total is 
  less than or equal to your current STAMINA score, where do you want to run?
  If you want to run to the Throne Room, turn to 3, or to run to the Hall of Heroes, 
  turn to 27.
  14
  
  You stumble through the snow. Looking up the valley, you are shocked to see a 
  huge wall of ice and snow hurtling towards you. Desperately you look around 
  for some way to save yourself. Test your LUCK. If you are successful, turn to 46. 
  If you fail, turn to 30.
  15
  You start up the cliff. The going is easy at first, but quickly becomes difficult. The 
  cold stones bite into your fingers, and the wall is unstable; you have to carefully 
  test each handhold before placing your weight upon it. Test your SKILL and 
  your STAMINA. You can test your STAMINA by rolling 4 dice and adding the 
  total. If the total is rolled higher than your current STAMINA then you fail the 
  test. If it is less than or equal to your current STAMINA, then you are successful. 
  If both tests fail, turn to 28. If you are successful with only one of the two tests, 
  turn to 41. If both tests are successful, turn to 47.
  16
  As you crawl along the tunnel you feel warmth, then see light, from ahead. The 
  passage opens up into a small cavern. In the cavern is a gently bubbling spring of 
  mineral water, lit softly from beneath by a faintly glowing light. You get another 
  hint of flowers, and find you cannot resist removing your equipment to enter the 
  pool. It is very warm, most welcome after so many days travelling through the 
  snow.
  You awake from a most restful sleep, gain 4 STAMINA points and 2 LUCK 
  points. You don’t know where you are at first, but then remember. You must 
  have fallen asleep, and your dreams, something about your dreams, something 
  about your old mentor Diuron the wise…imprisoned…chained somehow, but 
  you can’t quite remember.
  Reluctantly you get out of the hot water spring and put your equipment back on. 
  As you do, you notice something strange. On the back of your hand is a red 
  mark, almost like a birthmark, in the shape of a rose. Mark that you have the rose 
  mark on your adventure sheet. You crawl back to the main passage, and continue 
  on your way, turn to 38.
  
  17
  The new day dawns. It is another brilliantly fine day. You spirit lifts, and you 
  make excellent progress throughout the day. Looking around at the glistening 
  fields of snow and ice - offset by a backdrop of mighty peaks, you remember one 
  of your favorite tutors sayings, “There is beauty to be found in stark simplicity.” 
  You wish he were here to view this majestic vista. 
  During the day you must eat one of your provisions, but do not gain any 
  STAMINA from the meal. If you cannot eat some provisions, you lose 3 
  STAMINA points through starvation. By the end of the day you have reached the 
  upper foothills of the Dragon Spires. From now on the travelling will be a lot 
  harder. You settle down for the night, undisturbed apart from the low moan of 
  the wind through the mountains. 
  Waking the next day you find that the wind has increased, and dark clouds have 
  started to gather around the highest peaks. You can only hope that the weather 
  holds for some time yet. Throughout the morning you travel up a wide valley. 
  You keep a close watch behind you as you feel… something, a dark presence but 
  not quite like you experienced before.
  Tension builds in the air around you; the wind suddenly drops away. You hear a 
  loud CRACK! from the valley above, that echoes through the mountains all 
  around. There is a sudden building rumble from ahead. Avalanche. 
  You need to act quickly. If you want to dig into the ice as best you can, and brace 
  yourself for the coming avalanche, turn to 30. If you want to flee up the valley 
  walls, in the hope of getting out of the path of the avalanche before it reaches 
  you, turn to 6.
  18
  Late in the day you come across an incredible sight. Tucked away in the valley, 
  shielded from the worst of the wind and snow, is a small grove of sturdy, 
  vibrantly growing trees. You walk through them, awed by this sight, so far above 
  the tree line.
  Collecting up the loose wood around, you use the last of your kindling to make a 
  small but welcome fire, gain 1 STAMINA point from this much-needed warmth. 
  If you have any meat you are able to cook up one portion of provisions with the 
  
  small amount of fire you have. You must also eat one provision at this time, 
  although this does not restore any STAMINA. If you cannot eat one meal of 
  provisions, you lose 3 STAMINA points through hunger. 
  If you have any more meat, you can break off a few branches from the trees to 
  keep your fire going. If you want to cook some more meat before you rest, turn 
  to 40. If you are content just to settle down to sleep, turn to 25.
  19
  Either through skill of observation, or plain luck, you spot something that makes 
  your heart race. Dwarven runes, which mark the start of a dwarven road. You 
  search around, and after much effort, locate a small, apparently natural, lava 
  cave opening.
  You crawl into the tunnel, which soon opens out into a passage large enough for 
  you to comfortably walk along. There is no light in here, but the walls and floor 
  have been smoothed from their natural state.  You are used to travelling 
  underground, so you have no difficulty travelling this route. 
  You continue upwards, turn to 38.
  20
  As the body of the Snow Wolf collapses to the ground, you quickly butcher the 
  animal as best you can. You can hear grisly tearing sounds coming from the rest 
  of the wolf pack as they continue to tear into the dead member of their pack. You 
  are able to safely skin and slice enough meat off the dead wolf to provide you 
  with enough food for 3 provisions, assuming you can find enough fuel with 
  which to cook them. Until you can cook the meat, it is inedible; the meat is far too 
  tough and stringy to eat raw. Add meat – enough for 3 provisions when cooked, to 
  your adventure sheet. You can also add the snow wolf pelt to your adventure 
  sheet if desired. Now you must continue on before the remainder of the wolf 
  pack comes to investigate the smell of the butchered wolf. Turn to 5.
  21
  
  “You hidebound fool, you are as shortsighted as all the rest,” Diuron shouts, 
  pulling out his dark edged axe, to meet your attack. You feel a wave of 
  uncertainty pass through you, eroding at your confidence. What if he is right? 
  You must lose 1 SKILL for the duration of the coming battle, as you begin to 
  doubt the righteousness of your cause. This will be a tough fight; Diuron taught 
  you almost everything you know about fighting, and he is able to predict with 
  ease every move you make.
  DIURON THE CORRUPT
  SKILL 10
  STAMINA 18
  If you are victorious, turn to 50.
  22
  Hours pass as you trek along the base of the cliff. Slowly the sun starts to set. 
  Worse still, you feel your pursuer getting closer and closer. Finally, as you are 
  beginning to run out of hope, you see a way up. There is a jumbled mass of 
  rocks, caused by part of the cliff collapsing, that forms a difficult but climbable 
  slope.
  With pursuit so close behind you, only two choices remain. If you want to turn 
  and face your inhuman pursuer, while there is still light in the sky, turn to 2. If 
  you want to attempt to struggle up the slope, despite the oncoming night, turn to 
  35.
  23
  As you run, you are relying entirely upon oral records, told from one generation 
  of dwarves, to the next, to guide your way. You can think of three different 
  places to run to, the Throne Room, the Treasury, and the Hall of Heroes.
  Can you outdistance your pursuer in your fatigued state? Roll four dice and add 
  together the total you roll. If this total is larger than your current STAMINA 
  score, turn to 36. If the total is less than or equal to your current STAMINA score, 
  where do you want to run?
  
  To run to the Throne Room, turn to 3. To run to the Treasury, turn to 13. To run 
  to the Hall of Heroes, turn to 27.
  24
  Diuron lets out a somehow sad smile. “You were always the best of my students, 
  it is fitting you join me.” 
  You feel an obscene, coldly alien presence enter your mind. While you obtain 
  great fame as one of the most feared warriors of chaos in the years to come, this 
  presence is always there, taking any joy, any emotion, from your life, and 
  ultimately, destroying your sanity.
  Your adventure ends here.
  25
  The weather in the morning is harsh. While you are very well sheltered in your 
  protected valley, once you pack up and start on your way, the full force of the 
  wind assaults you. Dark clouds have gathered overnight, and a light flurry of 
  snow falls from the sky. You know the weather is only going to worsen as the 
  day goes on. If you had more time, if you didn’t fear you were still being 
  followed, you would be tempted to stay in the sheltered vale until the weather 
  improved.
  You pick up your pack and go. Trudging up the valley against the force on the 
  wind is wearying work, but you are afraid to rest. You need to push on. The day 
  darkens as the weather worsens, and as the snow starts falling heavier and 
  heavier, you begin the despair. Test either your SKILL or your LUCK, whichever 
  one of the two you think gives you the best chance of success. If this test fails, 
  turn to 31. If the test is successful, turn to 9.
  26
  You strike out wildly at your attackers, at the same time dodging back and forth 
  in an attempt to avoid their blurred forms. You feel your weapon strike one of 
  them. As it tumbles to the ground in front of you, recognition flows through you; 
  
  it is a Snow Wolf. Unfortunately, other members of the Snow Wolf pack also 
  successfully strike you. Roll one die, and divide the number you roll by 2 
  (rounding fractions down), to get a number from 1 to 3. This is the amount of 
  successful strikes upon you. Each successful strike does 2 STAMINA points of 
  damage to you. 
  As the rest of the Snow Wolf pack gathers itself for another attack, you strike out 
  at the wolf in front of you, which is already struggling to its feet.
  SNOW WOLF
  SKILL 9
  STAMINA 5
  If you win this fight, turn to 39.
  27
  You race through the halls, only moments ahead of your inhuman adversary, 
  until you make it to the Hall of Heroes. This wide, long hall is lined with statues 
  of dwarves who have achieved fame for their heroism. Perhaps, under the still 
  glaze of these forgotten heroes, you can face your foe. You turn, prepared to 
  fight, and to your surprise, a warhammer appears in your hand. 
  Power flows through you from the warhammer. The hammer of heroes has been 
  specially crafted to fight demons, such as the one you face now. It gives +1 to 
  your attack strength in any fight, a total of +2 to your attack strength against 
  demons. Against demons, every wound it inflicts does 3 STAMINA points of 
  damage (5 with a successful LUCK test, 1 with a failed LUCK test) instead of the 
  usual 2. 
  The Demon of Chaos falters as it views the hammer in your hands, then with a 
  hiss of hatred, glides forwards to do battle. 
  DEMON OF CHAOS
  SKILL 11
  STAMINA 16
  If you defeat this most terrible foe, you look at the statues, and are not surprised 
  that one of them is now missing their hammer. If you possess the rose mark, turn 
  to 48. If you are don’t possess the rose mark, you notice the palm of your hand, 
  where you touched the hammer, is now marked with the dwarven rune of law. 
  
  Note that you possess the law brand on your adventure sheet. Now you make 
  your way through the halls of your people, towards the Throne of Kings. It is 
  there that your quest will end. Turn to 8.
  28
  You choose you route badly, and find yourself handing on the wall, underneath 
  a serious overhang, with no way on. It is almost impossible to climb down, as 
  you cannot see below you to determine where to find footholds. You make it 
  down five, then ten feet, before the inevitable happens. You put your weight on a 
  rocky outcrop that gives way under you. Your overstressed hands cannot 
  support you, and you fall. 
  Despite the great height you fall, you survive the impact, although you are 
  crippled by your injuries. As you lie there, with your life slowly flowing away, 
  you feel the terrible presence moving closer, turn to 2.
  29
  Hours pass as you trek along the base of the cliff. Slowly the sun starts to set. 
  Worse still, you feel your pursuer getting closer and closer. Finally, you give up 
  hope. You turn and face your inhuman pursuer, while there is still some light in 
  the sky, turn to 2.
  30
  You know you are doomed the instant you see the massive wall of snow 
  rumbling down the valley. It sweeps over you, wrenching you from your place 
  on the ice, and tumbles you down the valley. 
  You live, but you are totally encased in snow and ice. As you lie there, you think 
  to yourself that it will take a miracle to get yourself free. Unfortunately, you are 
  freed, but by a dark miracle indeed. After lying in the ice for what seems to be an 
  eternity, you feel the presence of your sinister follower getting closer, then above 
  you, digging down into the snow. Turn to 2.
  
  31
  You keep battling on, but the weather soon erupts into a full-blown snowstorm. 
  You try and find shelter, but to no avail. Thinking of the sheltered vale you left 
  behind, you head back down the valley, but somehow you miss it.
  You struggle on for hours, possibly even a full day, before the cold and your 
  exhaustion force you to stop, to rest, and to sleep. This is a sleep from which you 
  will never awaken. Your adventure ends here.
  32
  “My reasons? Why, to bring change to the world. Too long have we stagnated, 
  slowly being starved by unending order. To bring new life to the world, I must 
  bring change.”
  If you want to try and appeal to his sense of reason, turn to 42.
  If you want to try and convince him that his reasoning is incorrect, turn to 11.
  If he has managed to convince you, and you want to join his cause, turn to 24.
  33
  As you wait, the air behind you hazes up. Moving towards you is a wall of 
  swirling, twisting snow, like the vanguard of a storm on an otherwise brilliantly 
  fine day. Within the depths of the haze you can make out a form, human shaped 
  except larger and… an unnatural shiver of fear passes through your body. You 
  feel your limbs weaken. The snow between you and the storm front starts to 
  crack and maze, forming shapes and symbols that tear at your sight sending 
  rhythmic strums of agony through your head. 
  If you want to flee, you now have only one choice - to climb the cliff. The 
  approaching figure is moving fast, and will catch up with you if you try and flee 
  in any other direction. To climb the cliff, turn to 49. To stand and confront this 
  oncoming abomination, turn to 2.
  
  34
  “You hidebound fool, you are as shortsighted as all the rest,” Diuron shouts, 
  pulling out his dark edged axe, and moving to attack. This will be a tough fight. 
  Diuron taught you almost everything you know about fighting and he is able to 
  predict with ease every move you make. However, his movements are unsure 
  and lacking confidence, your final comments have left serious doubts in his 
  mind.
  DIURON THE CORRUPT
  SKILL 9
  STAMINA 18
  If you are victorious, turn to 50.
  35
  You climb for hours into the night. The way on is difficult, and at times 
  dangerous but you push yourself to the limits. You finally reach the top, bruised 
  and burning with fatigue, lose 3 STAMINA points, but dare not stop. For the rest 
  of the night you push on towards the distant mountain peaks. During your trek, 
  you must consume one of your provisions. This meal does not restore any 
  STAMINA points; instead it helps to give you the extra strength to keep 
  travelling through the night. To your relief, at some point in the night, the feeling 
  of being followed recedes; you have outpaced your pursuer. Now the first rays of 
  sunlight start to appear over the mountain range, turn to 17.
  36
  You have come too far, and have been through too much. Sprinting through the 
  musty halls of your ancestors, you slip, and fall. You try to rise but you are tired, 
  so bone deep tired. You can only raise your head and watch numbly as your 
  demonic foe strides towards you.
  Your adventure ends here.
  
  37
  Diuron pauses, his face clearing of doubt. “You are right,” he states. “How could 
  I be such a fool.” At that moment his body jerks and his eyes film over a pale 
  white. Now something else is staring out of Diuron’s body, something unhuman 
  and cold. It laughs, “I don’t need that poor deluded fool. You will die just the 
  same.” It smiles malevolently and Diuron’s body strides towards you, drawing 
  out a dark tinged axe. Diuron’s body moves erratically as it attacks, and 
  somehow you can tell that Diuron is fighting his own battle against the 
  possessing chaos spirit, attempting to aid you one last time.
  DIURON THE WISE (POSSESSED) 
  SKILL 8
  STAMINA 18
  If you win, you say a prayer over the fallen body of your mentor, your poor 
  deluded friend. Turn to 50.
  38
  You walk up the lava tunnel for several more hours until you reach the exit. The 
  weather is almost blizzard conditions but you can see more runic markings of 
  your people; you must be close to your ancient homeland.
  You head into the brutal winds, then realize your mistake. The presence that had 
  been following you is suddenly very close, as if it had been waiting for you to 
  leave the tunnel. You run to a series of almost natural looking steps, struggling to 
  make headway against the wind. The presence gets nearer and nearer as you 
  pound your way up the steps. Ahead, a solid stone wall blocks your progress… 
  but it is not a completely unmarked wall. There is a stone portal, with ancient, 
  faded, dwarven runes carved into it. You have but moments to decipher the 
  runes before your foe most terrible is upon you. Test your SKILL. If you fail, turn 
  to 43. If you are successful, turn to 7.
  39
  You cut the wolf down and desperately lunge over its dead body, trying to get 
  away from the encircling pack. Only one of the wolves follows you. The others 
  
  are content to make a meal of their slain companion. Knowing you cannot outrun 
  the pursuing wolf over any real distance, you sprint till you are out of sight of 
  the pack, then turn to fight your pursuer. The chasing Snow Wolf howls with 
  blood lust and goes for you throat.
  SNOW WOLF
  SKILL 9
  STAMINA 8
  If you manage to defeat this enemy, turn to 20.
  40
  You cut off enough wood to cook the rest of your meat. As you cook your meals, 
  there is an uneasy feeling of disapproval radiating from the grove around you. 
  You settle down to sleep a little apprehensively, but nothing unpleasant occurs 
  during the night.
   The weather in the morning is harsh. While you are very well sheltered in your 
  protected valley, once you pack up and start on your way, the full force of the 
  wind assaults you. Dark clouds have gathered overnight, and a light flurry of 
  snow falls from the sky. You know the weather is only going to worsen as the 
  day goes on. If you had more time, if you didn’t fear you were still being 
  followed, you would be tempted to stay in the sheltered vale until the weather 
  improved.
  You pick up your pack and go. Trudging up the valley against the force on the 
  wind is wearying work, but you are afraid to rest. You need to push on. The day
  darkens as the weather worsens, and as the snow starts falling heavier and 
  heavier, you begin to despair. Test either your SKILL or your LUCK, whichever 
  one of the two you think gives you the best chance of success. If this test fails, 
  turn to 31. If the test is successful, turn to 19.
  41
  Your climb is longer than you ever hoped it would be, but you finally haul 
  yourself to the top, shaking with fatigue. Lose 4 STAMINA points from your 
  exertions. Looking down, you can see the strange hazy air and swirling snow 
  
  that marks your pursuer. It is at the bottom of the cliff, where you began your 
  climb so many hours ago. As you watch, your unearthly stalker starts moving 
  along the base of the cliff. It must not be able to climb the cliff! You are 
  overjoyed, it will take them many hours, if not days, to regain your trail. By then 
  you intend to be far away. You spend the last hours of the day travelling further 
  up into the mountain peaks, before stopping for the night, turn to 17.
  42
  “What has happened to the good man I once knew, the one that taught me to 
  revere the gods and the life they bestowed on us,” you shout.
  “That man is dead, destroyed in the forge of change,” states Diuron, pulling out 
  his dark edged axe, and moving forward to attack. This will be a tough fight; 
  Diuron taught you almost everything you know about fighting, and he is able to 
  predict with ease every move you make.
  DIURON THE CORRUPT
  SKILL 10
  STAMINA 18
  If you win this fight, turn to 50.
  43
  Frantically you translate the runes, finding a way to open the portal. You don’t 
  have a chance to translate all the runes before it is getting too late, but you have 
  translated enough. You place your hands on the points marked and the wall of 
  stone slides sideways. You jump through the doorway, into dwarven carved 
  halls, not a moment too soon. The inhuman form of your pursuer, surrounded by 
  the whirling of the storm, slides malevolently up the last few steps. Its eyes are 
  pools of darkness that seek to draw you in.
  You sprint into Grimwoden’s halls, attempting to lose this most terrible foe in its 
  depths, turn to 23.
  
  44
  You place your hands just so, and the door starts sliding closed. Slowly the door 
  slides across, while the demonic form of your adversary flows closer and closer. 
  Its foot long claws reach for you as its presence fills the doorway. You take a step 
  back, your heart pounding with fear. The creature is flung sideways, against the 
  stone frame by the closing of the door. There is a sickening crunch, and an 
  inhuman howl.
  Your foe is pinned in the door. It is not slain despite the incredible pressure of 
  the closing door, but writhes around frantically trying to free itself. You step 
  forward, drawing your battleaxe, and hack at its head again and again, until, 
  despite the incredible resistance of its unnatural skin, it slumps in the door, 
  unmoving. You have won.
  Cautiously now, you make your way through the hall of your people, towards 
  the Throne of Kings. It is there that your quest will end. Turn to 8.
  45
  You strike out wildly at your attackers, at the same time dodging back and forth 
  in an attempt to avoid their blurred forms. You feel your weapon strike one of 
  them. As it tumbles to the ground in front of you, recognition flows through you; 
  it is a Snow Wolf.
  As the rest of the Snow Wolf pack gathers itself for another attack, you strike out 
  at the wolf in front of you, which is already struggling to its feet.
  SNOW WOLF
  SKILL 9
  STAMINA 5
  If you win this fight, turn to 39.
  46
  At the last moment you spot a large outcrop of stone and dive behind it. Just in 
  time! The avalanche of snow sweeps around you, the strength of its passage 
  shaking the ground. Even from behind the stone outcrop, you are buried in 
  snow, but not deeply. By the time you have extracted yourself you are cold and 
  
  weary, lose 1 STAMINA point, but give thanks to the gods for your narrow 
  escape. You continue up the valley, turn to 18.
  47
  You spent some time considering the route you were going to take, ruling out 
  several that seemed climbable at first, but then become impossible part way up. 
  The climb is long, longer than you hoped it would be, but you finally haul 
  yourself to the top, tired with fatigue. Lose 1 STAMINA point from your 
  exertions. Looking down, you can see the strange hazy air and swirling snow 
  that marks your pursuer. It is at the bottom of the cliff, where you began your 
  climb so many hours ago. As you watch, your unearthly stalker starts moving 
  along the base of the cliff. It must not be able to climb the cliff! You are 
  overjoyed, it will take them many hours, if not days, to regain your trail. By then 
  you intend to be far away. You spend the last hours of the day travelling further 
  up into the mountain peaks, before stopping for the night, turn to 17.
  48
  Now that the fight is over, the hilt of the hammer grows burning hot in your 
  hand, and you are forced to drop it. Blinking with pain, you don’t see the 
  hammer disappear, but you do notice it is back in the hands of one of the statues. 
  You give thanks for the loan of the hammer, and make your way through the hall 
  of your people, towards the Throne of Kings. It is there that your quest will end. 
  Turn to 8.
  49
  You are already weak with fear before you begin the climb, lose 1 SKILL point, 
  but know you must climb before that terrible figure reaches you. You start up the 
  cliff. The going is easy at first but quickly becomes difficult. The cold stones bite 
  into your fingers and the wall is unstable, you have to carefully test each 
  handhold before placing your weight upon it. Test your SKILL and your 
  STAMINA. You can test your STAMINA by rolling 4 dice and adding the total. If 
  the total is higher than your current STAMINA then you fail the test. If it is less 
  
  than or equal to your current STAMINA, then you are successful. If both tests 
  fail, turn to 28. If you are successful with only one of the two tests, turn to 41. If 
  both tests are successful, turn to 47.
  50
  It is over. You have reached the halls of your ancestors, and against all odd, 
  ended the threat to the Pillar of Stability. Although the damage to the pillar will 
  not get worse, you know that chaos can still seep into the world through the 
  crack already present on the pillar. This is only the start of your adventure; you 
  have much to do before you can rest. You have to take news of your adventures 
  to your elders, and…you vow to yourself, you will find some way to repair the 
  damage done to the pillar and banish the powers of chaos from Allansia once 
  more!
  The End
  
SOURCE: textdata/thevault/Vault2.0.-.Fiction-and-audiobooks/Books/Fighting Fantasy/Fighting Fantasy Amateur The Cold Heart of Chaos.pdf