TEXT: 1
  HUNGER
  OF THE
  WOLF
  By Kieran Coghlan
  
  2
  Hunger of the Wolf
  Two dice, a pencil and an eraser are all you need to embark on this adventure, which 
  comes complete with its own elaborate combat system and a score sheet to record your 
  progress. It is up to YOU to decide which routes to follow, which dangers to risk and 
  which foes to fight.
  Thanks to Dave Holt for designing this template, Simon Osborne for his advice and to 
  The Oiseau for his excellent Advelh program.
  
  3
  CONTENTS
  INTRODUCTION
  4
  ADVENTURE SHEET
  9
  CODEWORD CHECKLIST
  10
  BACKGROUND
  11
  HUNGER OF THE  WOLF
  13
  
  4
  INTRODUCTION
  You are about to take the lead role in an adventure like no other. Before you take part in 
  this quest, you must first determine your own strengths and weaknesses. You use dice to 
  work out your initial scores. On page 9 is an Adventure Sheet, which you may use to 
  record details of your adventure. On it, you will find boxes for recording your SKILL, 
  STAMINA and LUCK scores. You are advised either to record your scores on the 
  Adventure Sheet in pencil or to make photocopies of the sheet for use in future 
  adventures.
  Skill, Stamina and Luck
  Roll one die. Add 6 to the number rolled and enter this total in the SKILL box on the 
  Adventure Sheet.
  Roll one die. Add 18 to the number rolled and enter this total in the STAMINA box.
  Roll one die. Add 6 to the number and enter this total in the LUCK box.
  For reasons that will be explained below, all your scores will change constantly during 
  the adventure. You must keep an accurate record of these scores, and for this reason, you 
  are advised to write small in the boxes or to keep an eraser handy. However, never rub 
  out your Initial scores, except on those very rare occasions when the text specifically tells 
  you so.
  Although you may be rewarded additional SKILL, STAMINA and LUCK points, these 
  totals may never exceed your initial Scores, except on very rare occasions, when you will 
  instructed on a particular page.
  Your SKILL reflects your general expertise in fighting and combat; the higher the better. 
  Your STAMINA score reflects your general constitution, your overall will to survive, 
  your determination and overall fitness; the higher your STAMINA score, the longer you 
  will be able to survive. Your LUCK score indicates how naturally lucky a person you are. 
  Luck – and Magic – are facts of life in the fantasy kingdoms you are about to explore.
  Battles
  
  5
  During your adventure, you will often come across pages in the book, which instruct you 
  to fight a creature of some sort. An option to flee may be given, but if not – or if choose 
  to attack the creature anyway – you must resolve the battle as described below.
  First, record the opponent’s SKILL and STAMINA scores in the first empty Encounter 
  box on your Adventure Sheet. The scores for each opponent or creature are given in the 
  book each time you have an encounter. You should also make a note of any special 
  abilities or instructions, which are unique to that particular opponent. 
  The sequence of combat is then:
  1. Roll two dice for your opponent. Add its SKILL score. This total is the opponents 
  Attack Strength.
  2. Roll two dice for yourself. Add the number rolled to your current STAMINA score. 
  This total is your Attack Strength.
  3. If your Attack Strength is higher than your opponent’s is, you have wounded it. 
  Proceed to step 4. If your opponent’s Attack Strength is higher than yours is, it has 
  wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have 
  avoided each other’s blows – start the next Attack Round from steps 1 above.
  4. You have wounded your opponent; so subtract 2 points from its STAMINA score. You 
  may use LUCK here to do additional damage (see below). Proceed to step 7.
  *AFF players may use the Damage Tables at the back of the book.
  5. Your opponent has wounded you; so subtract 2 points from your STAMINA score. 
  You may use LUCK to reduce the loss of STAMINA (see below). Proceed to step 7.
  6. Make the appropriate adjustments to either your opponents or your own STAMINA 
  scores (and your LUCK score if you used LUCK – see over).
  7. Begin the next Attack Round, starting again at step 1 with your current SKILL score. 
  This sequence continues until the STAMINA score of either you or your opponent 
  reaches zero (death). If your opponent dies, you are free to continue with your adventure. 
  If you die, your adventure ends and you must start all over again by creating a new 
  character.
  Escaping
  On some pages you may be given the option of running away from a battle should things 
  be going badly for you. However, if you do run away, your opponent automatically gets 
  in one wound on you (subtract 2 STAMINA points) as you flee. Such is the price of 
  cowardice! Note that you may use LUCK on this wound in the normal way (see below). 
  You may only escape if that option is specifically given to you on the page. 
  
  6
  Fighting More Than One Opponent
  In some situations, you may find yourself facing more than one person or creature in 
  combat and will either have to fight them one at a time or all at the same time! If fighting 
  them one at a time simply fight the first one on the list as normal. Once that opponent is 
  defeated move on to the next one until they are all defeated. When you find yourself 
  fighting multiple opponents at once, each adversary will make a separate attack on you in 
  the course of each Attack Round, but you can choose which one to fight. Attack your 
  chosen target as in a normal battle. Against any additional opponents you roll the dice for 
  your Attack Strength in the normal way; if your Attack Strength is greater than your 
  opponent’s is, in this instance, you will not inflict any damage; you can regard it as if you 
  have parried an incoming blow. If your Attack Strength is lower than your adversary’s is, 
  however, you will be wounded in the normal way.
  Luck
  At various times during your adventure, either in battles or when you come across other 
  situations in which you could either be Lucky or Unlucky (details of these are given in 
  the relevant pages themselves), you may use LUCK to make the outcome more 
  favourable to you. However, beware! Using LUCK is a risky business and, if you are 
  unlucky, the results could be disastrous.
  The procedure for using your luck is as follows: roll two dice. If the number rolled is less 
  than or equal to your current LUCK score, you have been Lucky and the outcome will be 
  in your favour. If the number rolled is higher than your current LUCK score, you have 
  been Unlucky and will be penalised.
  This procedure is known as Testing your Luck. Each time you Test your Luck, you must 
  subtract 1 point from your current LUCK score. Thus, you will soon realise that, the more 
  you rely on your LUCK, the more risky this procedure will become.
  Using Luck in Battles
  On certain pages of the book, you will be told to Test your Luck, and will be told the 
  consequences of your being Lucky or Unlucky. However, in battles you always have the 
  option of using your LUCK either to inflict more serious damage on an opponent you 
  have just wounded or to minimise the effects of a wound you have just received.
  If you have just wounded an opponent, you may Test your Luck as described above. If 
  you are Lucky, you have inflicted a severe wound; deduct an extra 2 points from your 
  opponent’s STAMINA score. However, if you are Unlucky, however, your blow only 
  scratches your opponent, and you deduct only 1 point from your opponent’s STAMINA 
  (instead of scoring the normal 2 points of damage, you now only score 1).
  
  7
  Whenever you yourself are wounded in combat, you may Test your Luck to try to 
  minimise the wound. If you are Lucky, your opponent’s blow only grazes you; deduct 
  only 1 point from your STAMINA. If you are Unlucky, your wound is a serious one and 
  you must deduct 1 extra STAMINA point (i.e., a total of 3 points from your own 
  STAMINA). Remember: you must subtract 1 point from your LUCK score each time you 
  Test your Luck.
  More about your Attributes
  Skill
  Your SKILL score will not change much during the course of your adventure. 
  Occasionally a paragraph may give you instructions to increase or decrease your SKILL 
  score, but it may not exceed its Initial value unless you are specifically instructed to the 
  contrary.
  Stamina
  Your STAMINA score will change a lot during your adventure. It will drop because of 
  wounds received through combat, or by falling foul of traps and pitfalls; and it will drop 
  after you perform any particularly arduous task. If you’re STAMINA score ever falls to 
  zero or below, you have been killed and should stop reading the book immediately. Brave 
  adventurers who wish to pursue their quest must roll up a new character and start all over 
  again.
  Luck
  Additions to your LUCK score may be awarded in the adventure when you have been 
  particularly lucky or created your own luck by some other action. Details are given, 
  where appropriate, in the paragraphs of the book. Remember that, as with SKILL and 
  STAMINA, your LUCK score may never exceed its initial value unless specifically 
  instructed on a page. 
  Provisions
  During your adventure, you may acquire provisions. You may rest and eat a portion of 
  provisions at any time except when engaged in battle. Each portion of provisions you eat 
  will restore up to 4 Stamina points.
  Equipment
  You will start your adventure with a bare minimum of equipment, but you may find or 
  buy other items during your travels. You are armed with a sword and are dressed in 
  
  8
  leather clothing. You do not start with a backpack and you cannot carry provisions until 
  you acquire one. With a backpack you may carry up to ten portions of provisions.
  Codewords
  Throughout the adventure you will be required to record various codewords to monitor 
  your progress. You can tick these off on the Codeword Checklist on page 10.
  Hints on Play
  This adventure is dangerous. You might well fail on your first attempt. Make notes and 
  draw a map as you explore - this map will prove invaluable when making further forays 
  in this adventure, and it will enable you to progress more rapidly to unexplored sections. 
  Remember: when you are travelling through any environment, it is a good idea to make a 
  note of where such encounters lie in the adventure ahead, including useful objects and 
  information to aid you on your dangerous quest. 
  Be wary about testing your Luck, unless a paragraph instructs you to do this! When it 
  comes to fights, you should Test your Luck only to keep yourself alive if an opponent's 
  blow would otherwise kill you. However, be warned! If you decide to use Luck in this 
  way, be certain your adversary is worth it- Luck points are precious! 
  You start this mission with very few possessions, but will be given opportunities to 
  collect food, weapons, and items. However, choose your equipment carefully - although 
  many are precious or magical, others are red herrings and of no real value at all. 
  You will soon realise that paragraphs make no sense if read in numerical order. It is 
  essential that you read only the paragraphs you are instructed to go to. Reading other 
  sections lessens the excitement and surprise during play. The only true way to success in 
  this adventure involves minimal risk; even if your character scores are low, you should be 
  able to find magical artefacts and weapons that may increase your chances of victory in 
  battle. 
  
  9
  
  10
  CODEWORD CHECKLIST
  Aerial
  Merchant
  Ambush
  Mind
  Arrow
  Parrot
  Bark
  Ready
  Coward
  Shoot 
  Frog 
  Strong
  Grass
  Sword
  Inform
  Thrust
  Lost
  Will 
  
  11
  BACKGROUND
  You struggle desperately against your captors' strong grip on your arm. Your corded 
  muscles tighten from the exertion and for a second you free your arms and smash your 
  fist into the jaw of one of the treacherous scum. It is to no avail however; as two more 
  take his place and grip your arm even tighter. Confidently, they press it against the wood 
  and hold it steady.
  ‘Nail him!’ snarls Saul triumphantly. One man is holding a long iron nail and a hammer. 
  You renew your struggle, but your arm is held in a vice-like grip. The nail is placed on 
  your wrist and the hammer is brought down on its head. Your whole body is wracked 
  with pain as the hammer nails your bloody wrist into the wood of the cross. You cry out 
  in agony and can barely put up any resistance at all as the vile conspirators do the same to 
  your left arm. Finally, they turn their attention to your legs. You lash out and succeed in 
  winding one of them in the stomach with your brutish kick.
  ‘Defiant to the end,’ says Saul with a bitter smile. 'I would have expected nothing less.’ 
  It does not take them long to hold your legs steady and yet another nail is driven through 
  both your feet into the cross. You tilt your head back and give a scream of impotent rage. 
  Without a word, the traitors attach ropes to the ends of the cross and haul it upright. You 
  
  12
  stare down at Saul and his followers. Your former lieutenant looks up at you with glee. 
  ‘So now we see who is the true master,’ he mocks, his yellow eyes bright with delight 
  and his long grey hair flapping in the night time breeze. ‘Your army will abandon you 
  and follow me. I will achieve greatness and be remembered for centuries while you will 
  die and be forgotten. Farewell!’ 
  With this he bows, then he and his co-conspirators mount their steeds and take off into 
  the night. You gaze desperately at the bleak landscape of gently rolling hills surrounding 
  you. No one will come for you out here. You hang your head in dejection recalling how 
  you came to be left crucified by your own soldiers.
  A barbarian from north-eastern Allansia, you always had a feeling of wanderlust unusual 
  to your simple people. You had travelled the world seeking your fortune and have seen 
  many sights that your own folk would have doubted existed: the majesty of Salamonis; 
  the villainy and danger of crowded Port Blacksand; the decadent civilizations of the Old 
  World and the towering peaks of Kazan. Your strength and natural charisma soon 
  brought you a crowd of followers who you led to victory against the caravans of fat and 
  greedy merchants. One of your followers, the mysterious Saul, rose quickly to your 
  attention, but you were never particularly fond of him. A natural fighter, who threw 
  himself into combat with the ferocity of a wild animal, you realized his potential and 
  made him your lieutenant. You and he grew bolder in your raids and soon you had a 
  sizeable army of followers. You had your army camped outside the village of Fenmarge 
  on the southern edge of Scorpion Swamp; a place so foul that only the most foolhardy 
  dare tread. It was there that Saul made his move. Pretending that there were some 
  potential new recruits waiting, he and his co-conspirators led you to this place at the edge 
  of the swamp. Before you knew what was happening they were upon you, desperately 
  trying to fix you to the cross that they had left there in preparation.
  You raise your head, your lungs straining in the effort to breathe. The moon casts its pale 
  light on your face and with a growl you yell a promise: you will free yourself somehow 
  and will not rest until Saul has died by your hand! Once you have made this terrible vow, 
  you turn your gaze downward and are startled to find you are no longer alone. Standing at 
  the foot of the cross is a powerful looking man with a thick brown beard and dressed in 
  furs. A silver medallion hangs from his neck. He looks up at you, but says not a word.
  ‘Well, have you come to aid me or to see the mighty barbarian fallen into deepest 
  shame?’ you ask impatiently. ‘I can promise you that I will not beg for your help so 
  expect no satisfaction on that score!’ The man continues to say nothing, but moves a 
  finger in three quick motions. Suddenly the nails supporting your body vanish and you 
  fall to the rough ground on your knees.
  Read on…  
  Turn to 1
  
  13
  1
  You pull yourself to your feet, rubbing the wounds in your wrists (until these wounds are 
  healed you must subtract 2 points from your Skill score).
  ‘My thanks,’ you mutter to the bearded man as you pull your boots back over your sore 
  feet. ‘And who might you be, my friend?’ 
  The man looks at you silently for a second before replying. ‘I am known as the Master of 
  Wolves, a sorcerer of some note,’ he replies in a deep voice. 
  ‘I have never trusted wizards, but I will make an exception in your case,’ you say with a 
  faint smile.
  You scan the area for your sword and find it lying a few feet away from the cross. You 
  walk over on your still tender feet and pick it up.
  ‘You will follow me,’ speaks the wizard in his slow voice, beckoning you. 
  All this is very odd. If you want to follow the Master of Wolves, turn to 70. If you would 
  rather walk away from him, turn to 212.
  2
  You prepare to charge them when you hear a snarl as two large wolves come bounding 
  across the heath and leap on the goblins. They throw away their crossbows and try to 
  draw their swords, but they are too slow and the wolves brutally tear them to shreds. The 
  wolves then begin to stare at you, bark loudly and then head back across the heath 
  northwards. Somewhat bewildered by this turn of events, you inspect the two goblin 
  corpses. Their crossbows are too small for you to use effectively, but you can take one of 
  their swords if you require one. Turn to 129.
  3
  In the confusion you knock over a flaming torch. The fire spreads over the cloth and hay 
  that litters the hut and soon is raging out of control. You use the distraction to flee from 
  the large hut and race across the mire back to the clearing you were captured in. You take 
  the western trail before the orcs can organize a pursuit. Turn to 16.
  4
  The Master snaps his fingers and the tree's arm disintegrates - leaving you to fall 
  painfully to the ground on your head (deduct 2 Stamina points). You leap to your feet, 
  full of rage at your treatment, but the Master of Wolves stops your onslaught with a 
  wagging finger.
  ‘Enough of that my barbaric friend,’ he says. ‘You gave me your word to aid me and I 
  know enough about your people to know you must keep your word once given.’ You 
  lower your weapon, the wizard's logic quelling your anger. ‘Now follow me’, he says. 
  
  14
  With that, he leads you south through the swamp. He says not one word during the 
  journey. 
  Eventually you reach a wide stream and you prepare yourself for a swim, but the Master 
  simply clicks his fingers and a bridge of ice appears across the stream. Following the 
  Master's lead, you cross this unorthodox bridge and continue to follow the overgrown 
  trail south. You soon emerge into a clearing where a small wooden hut stands at the 
  northern edge.
  ‘My home,’ says the Master of Wolves with a smile as he leads you in the front door. 
  Turn to 399.
  5
  You give an almighty howl and lead the pack into the clearing. The Master seems 
  surprised, but is quick to react. He rises from his chair and grabs his wand, sending his 
  horde of spiders against you. You leap over the enclosing circle of spiders and leave your 
  pack to battle them while you take on the Master. His wand allows him to do an extra 
  point of damage to you if he wins the attack round.
  MASTER OF SPIDERS Skill:9 Stamina:6
  If you reduce him to 2 Stamina points or less, turn to 29.
  6
  The sergeant-at-arms looks at the scroll you produce critically. He then frowns, furls it up 
  and hands it back to you.
  ‘I guess you had best be brought before the council then,’ he grumbles. ‘But we're 
  impounding your horse for use by the Ximoran cavalry in the forthcoming battle. Once 
  the emergency is over, it shall be returned to you, providing you both survive of course.’
  You have little say in the matter. The sergeant picks two soldiers who lead you to the 
  great palace of the Council of Seven. After waiting an interminably long time, you are 
  escorted into the council chamber. Turn to 308.
  7
  You rain your arrows down upon the orcs. There are just about enough of you left to see 
  them off and a couple of archers use flaming arrows to destroy the battering ram. Turn to 
  208.
  8
  ‘Hail, my followers!’ you call, allowing your horse to saunter up to them. You are met by 
  
  15
  the wild eyed stares of the soldiers. A few of the more cowardly ones turn tail and flee, 
  screaming that you have returned from the grave for revenge.
  One of the men, a man with long fair hair and an eye patch, looks pleased and says ‘I
  knew the general could not be killed so easily.’
  A few nod in agreement, but one rather short soldier who you do not recognize draws his 
  sword and cries, 'We serve only one general: Saul! He will reward us greatly for 
  returning this barbarian dog to the lands of the dead.’
  Several soldiers cheer, but another group, led by the man with the eye patch, murmur 
  their disapproval. Swords are drawn and angry words exchanged and soon the soldiers 
  are battling over what to do with you. You seize the opportunity to make an escape. 
  Urging your horse forward, you try to break through the battling throng to safety. Test 
  your Luck. If you are Lucky, turn to 245. If you are Unlucky, turn to 253.
  9
  You manage to grab his foot and use all your reserves of strength to push him back and 
  topple him hard to the ground. He takes 2 Stamina points of damage. Both of you 
  scramble to your feet and begin circling each other. Will you:
  Try a punch in the face? 
  Turn to 202.
  Try shoulder charging him?
  Turn to 97.
  Risk attempting to throw him?
  Turn to 168.
  10
  Perhaps Poomchukker will provide you with a horse? After all, you did risk life and limb 
  to fight for his entertainment.
  You make your way to his home and the goblin serving girl ushers you in without asking
  for your sword. Poomchukker is once again in his library and he is in the middle of a 
  conversation with a man in a white robe with oily, slicked back hair. On seeing you enter, 
  Poomchukker turns to you and smiles.
  ‘My friend, what can I do for you?’ he asks.
  You say that you desperately need a swift horse, but you lack sufficient funds to purchase 
  one. Poomchukker strokes his chin thoughtfully and then smiles to himself.
  ‘I'll gladly buy you a horse if you do me a favour. This man,’ he says, indicating the man 
  in the white robe, ‘is Doctor Flaude; an employee of mine. He has come up with a 
  method of implanting a substance into the human body to make it more capable in battle. 
  This would be of great use to me as it would make the many caravan guards in my
  
  16
  employment a more formidable force. The only problem is we haven't tested it yet and 
  that is where you fit in. Let Doctor Flaude put the strength implants into your body and 
  I'll buy you a horse.’
  ‘Before you decide,’ warns Doctor Flaude uncomfortably. 'Be aware that this surgery has 
  never been performed before. It could backfire and make you weaker.’
  Poomchukker glares at the doctor for a second, but then his smile returns as he turns to 
  you once more. ‘What do you say, my friend?’ he asks. ‘The choice is yours.’
  If you agree to let Doctor Flaude experiment on you, turn to 322. If you decide it might 
  be better trying to get a horse by other means, you excuse yourself and return to the 
  market square. Turn to 30.
  11
  ‘Listen here,’ sneers the captain. ‘I don't take kindly to demands. And anyway, the 
  Council of Seven has no time to spare with such as you.’
  If you wish to tell the captain you must see them, turn to 112. If you wish to say you have 
  some important information for them, turn to 219. If you want to give up on the thought 
  of meeting the council and instead volunteer to aid in the defence of the city, turn to 125.
  12
  There is nothing else of interest in the clearing so you decide to leave via the southern 
  trail as the route north will simply take you back to the Foulbrood River. Turn to 45.
  13
  The ranger lies dead at your feet. You are growing hungry and for a second you consider 
  feeding on him. If you have the codeword 'mind' recorded on your adventure sheet, turn 
  to 58. Otherwise, if you would like to feed on him, turn to 267. If not, turn to 12.
  14
  ‘Well, you fulfilled your promise perfectly,’ he says.
  
  17
  The hairs on your back bristle. What is he talking about?
  ‘Saul wasn't always as you knew him, you know,’ he continues conversationally. ‘Once 
  he was as you are now - a wolf. The strongest of my wolves in fact. Until one day I 
  turned him into a human for the purposes of some ruse or another. I planned to turn him 
  back, but he decided he'd rather stay human and tried to kill me before escaping from the 
  swamp. I sensed when he had returned to the area and observing him leaving you on the 
  cross, I knew how to achieve vengeance. You would kill him, but I placed a curse on you 
  so that when you did, you would become a wolf - and I would have a replacement even 
  stronger than Saul! And it all went perfectly: I took you from the battlefield and brought 
  you back to my home in Scorpion Swamp. And now you shall be my slave.’
  So saying, he raises an amulet with a picture of a wolf on it. You cannot help but look at 
  it and from that moment on, you are a slave to the Master of Wolves. Turn to 216.
  15
  The swamp orcs armed with bows let fly with their arrows as you attempt to dash past 
  them. Roll one die and deduct the result from your Stamina. If you are still alive, you race 
  down the westward trail, your powerful legs soon putting the swamp orcs behind you. 
  Turn to 16.
  16
  You hear fearful howls coming from in front of you and race forward into a grassy 
  clearing. A wolf is tangled in masses of long grass. Crab-like pincers at the end of the 
  stalks of grass nip repeatedly at him. The wolf will not last long trapped in this crab 
  grass. If you have the word 'mind' recorded on your adventure sheet, turn to 121. If not, 
  you rush forward to attack the crab grass and save your fellow wolf. Turn to 133.
  17
  The birdmen were clearly not expecting so many archers to be waiting for them and their 
  losses are great as they fly towards you. Roll two dice. If the total is less than you current 
  Skill score, turn to 139. Otherwise, turn to 276.
  18
  You growl warily at the eagle, but your animal instincts tell you that it is not a threat. In 
  fact you think it is trying to tell you something. Test your Luck. If you are Lucky, turn to 
  240. If you are Unlucky, turn to 82.
  19
  Trails lead to the north, east and south from this clearing. The northern trail leads back 
  
  18
  towards the Foulbrood River, so you make for the southern one. The ranger watches you 
  warily, but makes no move to stop you. You follow the trail southward. Turn to 45.
  20
  Caius lowers his knife, amazed at how quickly you dispatched his lackeys. The barmaid 
  seizes the opportunity to elbow him in the stomach, winding him severely. The third man 
  turns round to aid Caius, but as he does so, you swing your sword in a wide arc and 
  cleave his head from his shoulders. As Caius struggles to get his breath back, the 
  barmaid, now broken free, reaches for a pint glass and brings it down on his head, 
  knocking him out cold.
  The townspeople flock into the tavern to congratulate you both. It turns out that the 
  barmaid is the Mayor of Fenmarge's niece and you are given a meal fit for a king for 
  saving her life (restore up to 5 Stamina points). The mayor also gives you his prize mare  
  as a thank you. You would love to stop and relax at the town, but you must reach Saul 
  quickly. Turn to 326.
  21
  You take the blue cloth and tie it round your arm and put on his cloak, pulling the cowl 
  over your head to disguise your face. You may also take his sword if you need one. 
  You walk into the camp and nod to the sentries who take no interest in you. All around 
  you, soldiers are milling to and fro, some you recognize, some you do not. In the centre 
  of the camp is a large red tent - no doubt this is Saul's tent. You see there are two guards 
  outside the entrance. You could try to sneak around the back of the tent and eavesdrop on 
  what is being said inside (turn to 115). If you think that it would be too risky, there is 
  little else to do here and the longer you stay, the greater risk there is of being discovered. 
  You take your leave of the camp and remount your horse. Turn to 199.
  22
  You reach the far end of the stream with no further mishap and continue to follow the 
  trail southwards. This part of the swamp is more heavily forested than those you have 
  been in earlier and the ground is a little firmer too. Soon you emerge into a clearing. A 
  hut made of logs stands at the northern end. You are just contemplating whether to 
  explore the hut when you hear barking coming from inside it. Rather than tangle with any 
  attack dogs that may be inside, you decide to follow a trail that leads east out of the 
  clearing. Turn to 332.
  23
  There is nothing else of interest in this clearing and you are eager to be off before more of 
  the helmeted men arrive. Three trails lead away from this clearing. The northern one will 
  lead you further away from the Master of Wolves' home so you ignore it. You may take 
  
  19
  the trail east, providing you did not come from that direction (turn to 16) or you may turn 
  west instead (turn to 367).
  24
  You stamp at the scorpions and swipe many with your sword, but there are just too many 
  of them. You have been stung several times in the feet and you can barely move as the 
  paralysing venom takes effect. You topple to the ground and try desperately to swat at the 
  scorpions as they crawl all over you, attacking you with their pincers and stings. Soon 
  you will die - a victim of the scorpions of Scorpion Swamp!
  25
  You bound towards the bush, but the great bird blocks your way and begins buffeting you 
  with its wings while emitting harsh cries. Eager to escape this bird, you race southwards 
  down the trail, knowing the other wolves will follow you when they can. Turn to 217.
  26
  The boulders and flaming pitch continue to whistle past your head, but luckily none land 
  near you. If you have the codeword 'arrow' recorded on your adventure sheet, turn to 7. 
  Otherwise, turn to 235.
  27
  The little fellow mumbles an apology and hurriedly walks off. It is only then that you 
  realize he must have picked your pocket. If you have no gold, you smirk to yourself 
  knowing that the thief's risk did him no good. You head on to Poomchukker's house. Turn 
  to 116. If you had any gold, it has all been stolen. With a yell of rage you race towards 
  the rapidly escaping pick-pocket. Turn to 266.
  28
  ‘I'm the Master of Gardens by the way,’ he says, stroking his chin.
  You growl at this, your hairs standing on end - the Master of Gardens is no friend of your 
  master.
  ‘There's no need for that,’ he continues, raising his hand. ‘Your master and I may not be 
  on the closest of terms, but I have nothing against his followers. In fact, I feel sorry for 
  them. He uses you as slaves. If you wanted, you could come and live with me. I could do 
  with a companion other than my flowers. Or you could continue following the dryad - I 
  doubt she has a more sinister use for you than your current master. It's up to you of 
  course.’
  Will you:
  
  20
  Signify that you want to live with the Master of Gardens?
  Turn to 159.
  Indicate that you want to return to your current master?
  Turn to 81.
  Leave the Master and follow the dryad?
  Turn to 197.
  29
  Just as you prepare to make the killing blow, the Master of Spiders disappears into thin 
  air! Roll two dice. If the total is less than your Skill, turn to 69. If the total is greater than 
  or equal to your Skill, turn to 363.
  30
  You are just contemplating what to do next when you hear a woman's scream. The 
  market crowd turn and stare as a middle-aged woman comes running into the square.
  ‘Please,’ she gasps, obviously out of breath, ‘a giant is attacking the town. Selator is 
  trying to stop him, but he's not having much luck.’
  Several townspeople flee into their homes at this news, but a few reach for their weapons 
  and set off in the direction the woman came from. Intrigued, you decide to follow them 
  and soon you set eyes upon the giant. He is large even for one of his species and is raising 
  his spiked club above his head in an effort to squash two men desperately trying to get 
  out of the way. Strangely, both men are identical: from their curly hair and wispy beards, 
  right down to their clothing. Even their movements are identical. The giant's club comes 
  down on one of them, but instead of the sickening crunch you expected, his target simply 
  pops out of existence.
  ‘Damn you, wizard!’ roars the giant at the remaining man. 'But you've run out of tricks 
  now. This time I squish you!’ he says, raising his club once more. 
  The townspeople fidget with their weapons nervously, but make no move to help the 
  wizard.
  ‘Cowards!’ you cry. ‘A barbarian would not let a man be killed in cold blood.’ 
  With that, you draw your sword and charge towards the giant before he can finish off the 
  wizard. The giant diverts his attention to you and raises his club. This will be a desperate 
  battle.
  GIANT Skill:11 Stamina:12
  If the giant reduces your Stamina to 2 points or less, Selator will cast a healing spell on 
  you which will restore 5 Stamina points. He can only do this once however. If you defeat 
  the fearsome giant, turn to 177.
  
  21
  31
  He brings his knee hard into your stomach. Deduct 2 Stamina points. You shove him 
  away and you begin circling him, your gaze and his locked on one another. Will you:
  Try a punch in the face? 
  Turn to 202.
  Try shoulder charging him?
  Turn to 97.
  Risk attempting to throw him?
  Turn to 168.
  32
  You knock on the door of the hypnotist's dressing room. The door is answered by the 
  large troll who admitted you into the building.
  ‘Wot do yoo want, yooman?’ he rumbles.
  You reply that you want to talk to the hypnotist about his performance.
  The troll is about to tell you where to go, when the hypnotist's voice rings out telling him 
  to let you enter. The dressing room is plainly furnished. The hypnotist walks up to you to 
  shake your hand.
  ‘Always glad to meet a fan,’ he says. ‘I trust you enjoyed the show?’
  ‘Indeed I did,’ you reply. ‘But were those people really hypnotised or simply stooges?’
  Far from being insulted, the hypnotist seems pleased you asked. ‘Oh, it's all authentic, my 
  friend,’ he says. ‘It is not hard to get those with weak wills to do what they wouldn't 
  normally. There are ways of resisting it however.’
  With that, the hypnotist teaches you a technique to strengthen your willpower - focusing 
  on certain things and ignoring others. You think you have got the hang of it. Record the 
  codeword 'will' on you adventure sheet.
  ‘Now if you'll excuse us,’ continues the hypnotist. 'My bodyguard and I need to find a 
  hiding place before this accursed battle happens. Whoever wins, it should be easy enough 
  to escape the city with my gifts.’
  Somewhat disgusted by the hypnotist's cowardice, you return to the city centre. Turn to 
  192, but you may not go to see the hypnotist's show again.
  33
  All around you is carnage. To your left, a small group of horsemen have been surrounded 
  
  22
  by spearmen and, although they are putting up a valiant effort, they are outnumbered and 
  are fighting a losing battle. A group of orcs and men is fighting a desperate battle with 
  some Ximoran knights to your right. All around is the crunch of steel on steel and the 
  cries of the wounded. 
  But it is the sight ahead of you that takes up all your attention: Saul and Askalo Belgar 
  stand locked in mortal combat. Askalo swings his sword with strength and precision, but 
  he is outclassed by his opponent. Saul parries every one of Askalo's blows with his 
  double-headed battle-axe. He then gives an almighty swing and shatters Askalo's sword 
  and sends the poor general off his feet and onto his back. Saul raises his axe high above 
  his head, intent on finishing off his foe. His long grey hair is flying madly in the breeze 
  and there is a look of feral delight in his slanted yellow eyes. You charge towards them, 
  but before you can get near, an arrow slams into your horse's neck and it topples 
  backwards just as Saul's axe comes down with a sickening crunch. You push your horse's 
  corpse off you and stride towards Saul, your sword naked and ready to feast on the 
  betrayer's blood.
  On seeing you, he starts to laugh. ‘So the general has returned from the dead,’ he mocks.
  ‘Saul!’ you bark, 'I will have your head for your treachery and I shall take my army 
  back!’
  You charge towards him and he raises his axe, a look of sheer malevolence in his eyes.
  SAUL Skill:10 Stamina:14
  If you win, turn to 60.
  34
  You wait until the time the serving girl had arranged to meet Caius and set off through 
  the now darkened streets of Fenmarge. Several eyes stare at you from the gloom, but 
  none of their nefarious owners try anything. They know better than to mess with someone 
  of your obvious prowess. Finally you reach a sleepy little house at the outskirts of town -
  Caius' house. You could boldly knock on the front door (turn to 359) or you could try to 
  sneak in through an open window at the back of the house (turn to 378).
  35
  The wizard gives a girlish scream and then disappears into thin air. Confident that he is 
  too wary of your prowess to take you on again, you race up to the pedestal to seize the 
  orb in your teeth before heading back to the southern end of the clearing to join the other 
  wolves. Turn to 128.
  
  23
  36
  Although he is supposed to be your master's ally, the Master of Frogs likes nothing better 
  than to play pranks on him and the other masters of the swamp. You know your master 
  would gladly reward you if you taught the Master of Frogs a lesson. You rush towards 
  him with a snarl, but before you can reach him, he leaps over the railing and into the river 
  with an almighty bound. The alligators rush towards him, but he outdistances them easily 
  as he uses his long limbs to swim eastwards along the river at an alarming rate. You 
  decide to forget about him and cross the bridge to follow the muddy trail south. Turn to 
  316.
  37
  The sky grows darker and the moon is covered by clouds and can shed little light. 
  Realizing it is too dangerous to travel an unknown road in pitch darkness, you decide to 
  make camp. You dismount and tether your horse to a nearby tree stump before lighting a 
  fire. You then settle down into a deep sleep . . .
  . . . You see a cross on a hill. A man is pinned to it and is looking down at you pleadingly. 
  You rush forward to help, but find your way barred by a monstrous wolf. You tussle with 
  the beast and eventually throw it to one side and make your way closer to the cross. You 
  are just about to cut the cross down with your sword when you look up at the face gazing 
  down at you and realize it is Saul's. You re-sheathe your sword and make your way back 
  to the wolf and rub his nose. He licks your hand happily and then you both walk away 
  towards a swamp, leaving Saul to his fate . . .
  . . . You awaken confused by your dream. Perhaps a civilized person would make more of 
  it, but you shrug it off and focus on the task at hand. The sun has risen and you rise to 
  your feet. You may restore up to 2 lost Stamina points for your rest. You then untie your 
  horse and mount it again, eager to be on the road once more. Turn to 317.
  38
  Your squadron is unprepared for an attack such as this and you are hard pressed to fight 
  off the avian attackers who kill many with their cruel arrows and drop their bags of 
  exploding powder on the defenceless infantry below. Roll two dice. If the total is less 
  than you current Skill score, turn to 92. Otherwise, turn to 329.
  
  24
  39
  You bring your forehead smashing into his skull, but it seems to do you as much harm as 
  good. Both of you take 2 Stamina points of damage. Clutching your heads in agony, you 
  back away from one another and begin to circle each other once more. Will you:
  Try a punch in the face? 
  Turn to 202.
  Try shoulder charging him?
  Turn to 97.
  Risk attempting to throw him?
  Turn to 168.
  40
  You say you have come to aid them in the forthcoming battle.
  ‘Indeed,’ remarks the sergeant. He motions with his fingers and two burly soldiers grab 
  you by each arm . ‘Escort this person to the city jail. When the captain wishes to talk to 
  you, we will fetch you,’ he continues, turning to you.
  You are led to a large stone building nearby. Your weapon, gold and possessions are 
  taken from you (do not cross them off your adventure sheet, but note that you cannot use 
  them again until they are restored to you). You are then marched towards a cell where a 
  man with a great bushy beard languishes. The door is flung open and you are shoved into 
  the dank cell, the door slamming shut behind you. Your new cellmate bursts into laughter 
  and you glare at him.
  ‘What's so funny, old man?’ you growl.
  ‘You are,’ he guffaws, 'a mighty barbarian trapped in this tiny room.’
  You fail to see the funny side.
  ‘Don't worry,’ continues the old man. ‘The captain will release you once he's established 
  you're no threat to the city. Don't expect to be fed though. Emergency rationing has been 
  enforced due to the siege. We mere prisoners don't qualify for food. The name's Ahab by 
  the way: leviathan hunter extraordinaire! I take it you've heard of me?’
  You can't say you have. You ask him why a leviathan hunter is doing so far inland.
  ‘Well,’ he says, ' I was recruiting a new crew, the old one having died of leviathan-related 
  causes. I tried along the coast, but no-one was interested. So I headed further east into 
  this city only to be clapped in irons for trying to lure capable men and women away in a 
  state of emergency! Say, I don't suppose you want to join my crew? There's great perks.’
  
  25
  You doubt ending your days in the belly of a leviathan counts as a great perk and you 
  refuse.
  You sit quietly for a while, wondering when the captain will ask to see you. The old man 
  was right about one thing: they do not feed you. Your stomach aches with hunger (deduct 
  2 Stamina points). Finally, the door is opened and two soldiers escort you to the captain's 
  office. Turn to 254. 
  41
  Your willpower is strong and you resist the urge to approach this strange woman. You 
  dash down the southern trail, eager to be away before your willpower breaks down. Turn 
  to 149.
  42
  Your common sense is screaming at you that you are being put under some kind of 
  enchantment, but it is muffled by all your other senses, which urge you to approach this 
  strange woman. Turn to 156.
  43
  Although you succeed in shooting down several, a couple of soldiers manage to pull 
  themselves over the parapet. You discard your bow and draw your sword, eager for the 
  feel of physical combat once more.
  FIRST SOLDIER Skill:8 Stamina:8
  SECOND SOLDIER Skill:9 Stamina:5
  On these narrow battlements you may fight the soldiers one at a time. If you win, turn to 
  312 if you have the codeword 'safe' or turn to 85 if you don't.
  44
  ‘Remember me?!’ you shout at the top of your lungs. 
  Caius leaps out of his chair and stares at you wide-eyed. Then, before you have a chance 
  to say anything more, he flings open the front door and dashes out into the moonlit street. 
  Roll two dice for Caius and two dice for yourself. If you roll greater than Caius' score, 
  turn to 270. If you roll equal to it or less, turn to 234.
  45
  The grass begins to get thinner and damper again as you follow the trail and the insects 
  return to annoy you. Soon however, their drone is drowned out by the clash of steel on 
  
  26
  steel ahead of you. You advance cautiously as the trail widens into a grassy clearing. Two 
  men with long moustaches and winged helmets are engaged in a swordfight, but you can 
  see that they are clearly avoiding hitting each other - they are practising rather than 
  having a serious fight. You decide to try and sneak past without bothering them. Test 
  your Luck. If you are Lucky, turn to 227. If you are Unlucky, turn to 327.
  46
  Seeing you have no intention of surrendering your sword, the goblin girl screams for the 
  guards. A door is thrown open and six heavily armoured doragors dash in with halberds 
  at the ready. Just one of these half breeds between orcs and trolls is dangerous - taking on 
  six would be suicide. If you wish to flee from them back into the crowded marketplace, 
  turn to 356. If you wish to surrender, turn to 269.
  47
  You have barely recovered from your fight with the leopard before Poomchukker claps 
  his hands again and another section of the wall slides open to release a large, snarling 
  rhinoceros! Steam comes from its nostrils as it lowers its horn and charges at you.
  RHINOCEROS Skill:10 Stamina:11
  If you win, turn to 186.
  48
  As you are inspecting your new steed, a hand taps you lightly on the shoulder. You turn 
  round to face the red-haired barmaid who is grinning at you playfully.
  ‘I know something you want to know,’ she teases.
  ‘Tell me!’ you demand gruffly.
  ‘Not so fast, barbarian. I want a memento of the hero who saved our town from the giant. 
  Give me your sword and I'll tell you where the army that was camped nearby has 
  headed.’
  Reluctantly you pass her your sword. She giggles and then tells you that the army is 
  headed for Ximoran and plans to take the city.
  ‘I was told not to tell you,’ she adds. 'But since when have I done what I'm told?'
  ‘I wonder,’ you retort. At any rate, you know where Saul is headed, even if it has cost 
  you your sword (reduce your Attack Strength by 2 points until you find another). Turn to 
  326.
  
  27
  49
  You chop as hard as you can on his neck, but it is tough and sinewy and you succeed in
  doing only 1 Stamina point of damage to him. What's more, the man-orc brings his fist 
  down on your nose as you do so. Deduct 2 Stamina points. Finally you push him off and 
  he staggers up. As you rise, will you:
  Try to uppercut him in the face?
  Turn to 73.
  Headbutt him?
  Turn to 39.
  50
  The wolf you send leaps into the centre of the clearing and the eyes of the Master and his 
  spiders are all upon him. They converge on the unfortunate wolf. You race towards the 
  pedestal and are just about to pluck the orb from it when a gigantic spider drops to the 
  clearing floor in front of you. It widens its pincers and rushes towards you, its multiple 
  eyes fixed upon you.
  GIANT SPIDER Skill:7 Stamina:6
  If you defeat the spider in three attack rounds or less, turn to 142. Otherwise, finish the 
  fight and then turn to 300.
  51
  You reply that you know the leader's name is Saul and the army are a group of 
  opportunity seekers, whose mutual love of plunder is their only thing in common.
  Askalo stands to his feet, clearly angered. ‘You waste our time with trivial matters such 
  as this?’ he roars.
  If you have the codeword 'inform', turn immediately to 198. If not, read on. 
  Jalia Nillaire puts a restraining hand on Askalo's shoulder and turns to you.
  ‘I think you had best leave, barbarian,’ she says in a calm voice. ‘But you look a capable 
  warrior. You shall fight with the infantry tomorrow - Unicorn Squadron. Report to them 
  tomorrow morning.’
  You are ushered out by two soldiers before you can say anything more. Record the 
  codeword 'sword' on your adventure sheet before turning to 192.
  52
  Fast as lighting, you extend two fingers and jab him in the eyes. He releases his grip on 
  
  28
  your throat and clutches his eyes in pain. Will you:
  Try to uppercut him in the face?
  Turn to 73.
  Try to get him in a headlock? 
  Turn to 397.
  53
  An orc riding on the back of a monstrous wolf strides across the already bloody 
  battlefield towards you. He swings a mighty battle-axe through the air as he closes on you 
  to do battle.
  ORC Skill:9 Stamina:6
  If you win, turn to 306.
  54
  With the proud war cry of your homelands, you draw your sword and charge towards the 
  beast. As you near it, it lets fly a series of barbs from its tail straight at you. Roll one die 
  and deduct the result from your Stamina score. Then, with an almighty roar, the 
  manticore descends to do battle.
  MANTICORE Skill:10 Stamina:14
  Each time the manticore hits you, roll one die. If you throw a 5 or a 6, he has struck you 
  with his scorpion tail, doing 6 points of damage to your Stamina. If you somehow prevail 
  against this beast, turn to 286.
  55
  The trail here is heavily overgrown, but you find you can make your way along it without 
  too much difficulty. The path widens and soon develops into a clearing dotted with 
  several pink flowers. The path bends to the east here, but as you move to press on, you 
  see a sudden vision of yourself being decapitated by Saul's axe. You shake your head and 
  take another step forward, but another vision assaults you. You see yourself being 
  devoured by enormous serpents like the one you fought earlier. Their beady eyes stare up 
  at you as they consume your legs. The vision then disappears as suddenly as it started. 
  Clearly there is sorcery at work here. The seemingly innocent pink flowers that dot this 
  clearing are actually fear flowers that produce feelings of terror in passers-by, which 
  cause the victims to collapse in fright so that the carnivorous flowers can feed off their 
  flesh. But they have never used their magic against a barbarian before! Fear is something 
  your people discard with childhood and you laugh as the flowers send one image after 
  another against you in vain. Confidently, you stride out of the clearing and head east. 
  Turn to 342.
  
  29
  56
  You reply you have no further information for them.
  Jalia Nillaire flicks back her long blonde hair away from her green eyes and smiles at 
  you. ‘Your advice may turn the tide of this battle,’ she says.
  ‘Indeed,’ agrees Askalo enthusiastically. 'What position are you best suited to?’
  If you have a longbow, Askalo suggests that you fight amongst the archers on the 
  battlements. If you wish to fight as an archer, Askalo tells you to report to the Lion 
  Squadron tomorrow morning (record the codeword 'shoot'). If you do not have a bow or 
  do not wish to fight as an archer, the alternative is to fight in the infantry: Askalo tells 
  you to report to the Unicorn Squadron tomorrow (record the codeword 'sword'). Once 
  you have decided, you are dismissed from the council chamber. Turn to 192.
  57
  You hit the ground with a thud and a great deal of pain to your arm and back. Deduct 1 
  Skill point and 5 Stamina points. If you are still alive, you manage to struggle to your feet 
  to find the manticore has lost all interest in you. Your poor horse failed to make its escape 
  and has been slain by the monster that is now busily devouring it. Before it finishes its 
  meal, you decide to make yourself scarce. Still in a great deal of pain, you sprint off to 
  the south. Turn to 67.
  58
  The very thought of eating a fellow human-being, even when you are in this form, 
  disgusts you. You ignore the northern trail as it will take you back to the Foulbrood River 
  and you head south instead. Turn to 45.
  59
  You try to break through the confused rabble of orcs. Most flee in terror, but some reach 
  for swords and bows and try to block your escape from the hut. Test your Luck. If you are 
  Lucky, turn to 3. If you are Unlucky, turn to 175.
  60
  Your last blow knocks the traitor's head from his shoulders. You step back and gaze at his 
  corpse, the taste of revenge sweet indeed. But what is this? The body begins to jerk 
  violently, its armour falling away. The body twists and turns and sprouts grey hair 
  everywhere. The arms turn to short lean legs and a tail springs out of the backside. Before 
  you is the headless body of a wolf. Turning to look at Saul's head, you see that of a wolf, 
  its yellow eyes staring wildly at nothing.
  ‘What sorcery is this?!’ you cry, but before you can say any more, you clutch desperately 
  
  30
  at your throat as it wells up with pain. You drop to your knees, choking in agony, your 
  coughs and splutters getting louder and hoarser until they sound more like barks. You 
  whole body tingles and you gaze in horror as grey hairs sprout all over your body. Your 
  skull aches as portions of it expand while others contract. You howl in mind melting pain 
  as your chest closes inwards and your arms and legs crack into a new shape, your elbows 
  and knees inverting with a wrenching of bone. You crawl out of your torn clothing and 
  collapse on your side, panting heavily. Stunned faces of nearby soldiers stare in 
  amazement at you: for once where there stood a human being, there is now the body of a 
  wolf! You black out . . . turn to 108.
  61
  The orcs bring forth a great battering ram and send it smashing into the gates repeatedly. 
  The archers on the battlements rain down arrows upon the orcs manning the ram, but the 
  orcs are keeping them distracted by letting loose with boulders and flaming pitch fired 
  from siege catapults. If you have the codeword 'arrow' recorded and do not have the 
  codeword 'strong', turn to 126. If you do not have the codeword 'arrow' or you do have 
  the codeword 'strong' recorded, turn to 189.
  62
  The man pockets the coins and then leads you to his horses. He selects his most mangy 
  beast and hands its reins to you. Then, without a word, he walks back into his cabin, 
  slamming the door behind him. You mount your new horse and ride southwards, cursing 
  the manticore who robbed you of the fine mare you had beforehand. Turn to 143.
  63
  You are just managing to fight the infantry off when you see a sight that chills your 
  blood. A brigade or armoured knights armed with lances is charging through the gateway 
  into the city . . . and you are right in their path! If you steel yourself and face them, turn 
  to 334. If you would rather duck down a nearby alleyway, turn to 200.
  64
  The devilish trees have been hacked to pieces. You stand panting at the difficulty of the 
  fight. But are your sweat drenched eyes deceiving you or did one of them twitch? The 
  slash you gave another one across its bark is healing right before your eyes! The trees are 
  
  31
  recuperating at an incredible rate. You must leave this clearing quickly. Apart from the 
  trail you entered by, there are two exits from this accursed clearing: a trail to the west and 
  another to the south. To go west, turn to 180. To go south, turn to 328.
  65
  The hornets' crushed little bodies lie scattered in front of you. If you want to try eating 
  them, turn to 383. If not, you decide to leave this clearing by following the southern 
  route. Turn to 343.
  66
  The archers rain their arrows down upon the attackers and any who do manage to climb 
  onto the battlements are soon hacked to pieces. The assaulting force backs away from the 
  walls. Your commanding officer gives the signal for the gates to be opened so you can 
  charge into the attackers. You steel yourselves as the heavy wooden gates swing open. If 
  you have the codeword 'thrust' recorded on your adventure sheet, turn to 381. If not, turn 
  to 296.
  67
  You run across the scrubland for as long as you can endure. Finally, you surmise that you 
  are probably a safe distance from the manticore now and you collapse into an exhausted 
  heap (deduct 1 Stamina point). Once you have recovered, you rise to your feet and begin 
  to trek southwards.
  About an hour later, you see something that perks up your spirits. Ahead of you is a log 
  cabin and outside the cabin, three horses are tethered. You desperately need a horse if 
  you are to make it to Ximoran in good time. If you wish to knock on the door of the log 
  cabin and ask the owner if you can have use of one of his horses, turn to 364. If you want 
  to try and steal one, turn to 158.
  68
  The trees have been defeated again. Now well aware of their amazing restorative powers, 
  you take the trail south as quickly as possible. Turn to 328.
  69
  Without wasting a second, you bound across the clearing and seize the orb in your teeth. 
  You then race back to the southern end of the clearing to rejoin the rest of the wolves. 
  Turn to 128.
  70
  Your mysterious guide leads you silently through the countryside as the sun begins to rise 
  
  32
  over the horizon, filling the sky with a dull red glow. The ground gets boggier and it is 
  clear he is leading you into Scorpion Swamp. You are just contemplating whether this is 
  such a good idea when a wolf comes bounding out of the sickly trees towards you. It 
  stops by the wizard, wagging its tail obediently. The master of Wolves bends down and 
  strokes the back of the beast's head while whispering something in its ear. The wolf 
  scampers away and the Master motions for you to follow it. The two of you pursue it into 
  the swamp proper. It is a mire of sinking ground, dying vegetation and noxious vapours. 
  The trees are so thick above you that you can barely see the daylight above. The wolf 
  patiently leads you through this foul place until finally you emerge in a clearing. A 
  solitary wooden hut stands at the far end of the clearing. Several wolves pace around its 
  perimeter. 
  ‘My home,’ says the Master of Wolves with a smile. He then leads you into the hut by the 
  door. Turn to 399.
  71
  The serving girl gives you a critical eye as you saunter up to the bar. You ask her if she 
  knows where the army camped nearby has gone and she replies with a canny smile.
  ‘I might not know,’ she says flicking her long red hair back from her face, 'but I know 
  someone who does.’ You press her for further on the subject but she remains tight lipped.
  ‘Two gold pieces might convince me to help you,’ she says, a twinkle in her mischievous
  brown eyes.
  If you want to offer the wench two gold pieces, turn to 150. If not, you can buy a drink 
  here for one gold piece and this will restore one lost Stamina point. Now, if you want to 
  talk to the soldier, turn to 83. To talk to the bearded man, turn to 215. Alternatively, if 
  you have somewhere else to go, turn to the appropriate section.
  72
  Three swamp orcs discard their bows and draw short swords. You must fight all three at 
  the same time.
  First SWAMP ORC Skill:6 Stamina:5
  Second SWAMP ORC Skill:6 Stamina:4
  Third SWAMP ORC Skill:6 Stamina:6
  If you win, turn to 164.
  73
  Your fist crashes into his jaw and he staggers backwards. You have done 2 points of 
  damage to his Stamina. He gives a snarl and charges into you, sending you crashing 
  
  33
  against one of the wooden crates that form the wall of the makeshift arena. Deduct 2 
  Stamina points. You struggle to get the man-orc off you. Will you:
  Try chopping his neck?
  Turn to 49.
  Try kneeing him in the groin?
  Turn to 389.
  74
  You manage to pull your way out of the net just as the swamp orcs toss in the creature 
  that you are to fight for their entertainment. The brute clambers to its feet and turns to 
  face you with a snarl. It is a monstrously large wild boar and it thunders towards you, its 
  tusks lowered.
  WILD BOAR Skill:8 Stamina:10
  If you win, turn to 229.
  75
  You join up with the rest of Unicorn Squadron by the city gates. The overweight 
  commanding officer does a quick roll call to see everyone is here.
  ‘Right,’ he says afterwards. ‘Unicorn Squadron is the principal infantry group. If the 
  enemy manages to get into the city, it is us they're going to come against first. We also 
  may advance out into the field if the battle is going well.’
  You all ready your weapons in anticipation. You can hear the movement of large groups 
  outside the gates and your body tingles knowing that the enemy is so near.
  Suddenly you hear several angry squawks above you. If you have the codeword 'arrow', 
  turn to 178. Otherwise, turn to 265.
  76
  No further bears rush out of the trees so you decide it is now safe enough to explore the 
  clearing. Looking inside the hole in the hollow tree, you find a large amount of 
  honeycomb there. Obviously this was the bears' den. You take a handful of the 
  honeycomb and devour it greedily (restore up to 399 lost Stamina points). You decide it 
  is now time to press on. The way north is covered with spider webs, some of them 
  worryingly large, so you decide not to take that route. The way east looks very boggy 
  indeed and you very much doubt that it will lead out of the swamp. You decide that your 
  best bet is to head back west and take the southern trail from the clearing where you 
  fought the swamp orcs. Turn to 211.
  77
  You leave the tavern and make your way through the dusty streets to the far side of town 
  where Poomchukker's house is located. All about the town people are setting up stalls. As 
  
  34
  you gaze longingly at a particularly fine sword, a rather short individual, wrapped from 
  head to toe in a green cloak, bumps into you. Test your Luck. If you are Lucky, turn to 96. 
  If you are Unlucky, turn to 27.
  78
  A particularly small spider notices you and lets out a sharp whine. Suddenly all eyes are 
  upon you. The spiders rush at you at their master's bidding. Fight them all as one enemy.
  SPIDERS Skill:7 Stamina:12
  If you win, the Master of Spiders rises from his throne and advances on you with his 
  wand. The wand allows him to do an extra point of damage to you if he wins the attack 
  round.
  MASTER OF SPIDERS Skill:9 Stamina:6
  If you reduce him to 2 Stamina points or less, turn to 35.
  79
  The apples taste as delicious as they look and you devour them greedily. Regain up to 3 
  lost Stamina points. Once you have had your fill, you wipe your mouth with the back of 
  your hand, remount and continue south. Turn to 143.
  80
  A quick search through the hobbit's belongings reveals your stolen gold plus an extra six 
  gold pieces. You pocket them hurriedly and leave before the town militia arrive and start 
  asking questions. Turn to 116.
  81
  ‘As you wish,’ he says. ‘I suppose you cannot help that your loyalties still lie with him.’
  He leads you out of the trees and back to the crossroads. You take the southern trail, 
  eager to return to your master. Turn to 149.
  82
  You cannot understand the eagle. Its squawks and screeches begin to get on your nerves 
  and you start barking loudly at it. It gives one last squawk and then soars into the air and 
  grasps you in its talons. It sets you on the ground by the great tree before returning to its 
  nest. You bark angrily at it, annoyed to be treated in such a manner, but relieved to have 
  your paws back on firm ground. Turn to 134.
  
  35
  83
  You take a seat opposite the soldier. He raises his head slowly - he is obviously the worse 
  for drink. But he sobers up immediately on seeing you.
  ‘You!’ he cries in wide-eyed amazement. ‘I thought you were dead. Saul told us as much. 
  A few of us stood up for you, but Saul tried to have us all killed. I barely escaped with 
  my life. The others . . . Saul and his cronies got them all.’ 
  You thank the soldier, an infantry man named Bartolo if your memory serves. You ask 
  him if he has any idea where the army has gone, but he shakes his head. 
  ‘All I know is they left at dawn, but I don't know where. I've been lying low here, but I've 
  run out of money and that punk refuses to give me credit,’ he says, indicating the 
  barmaid. On seeing the two of you looking at her, she sticks out her tongue at you.
  If you have a gold piece and wish to buy Bartolo a drink, turn to 102. If not, you bid the 
  soldier goodbye and go either to speak to the barmaid (turn to 71) or the bearded man 
  (turn to 215). Alternatively, if you know a lead on where to go, turn to the appropriate 
  paragraph to follow it up now.
  84
  You sink low and creep around the edge of the clearing towards the orb. Spiders have 
  many eyes and it will take only one of them to look in your direction for you to be 
  discovered. Test your Luck. If you are Lucky, turn to 362. If you are Unlucky, turn to 78.
  85
  You hear a commotion to your right and turn round to see a shocking sight. One of the 
  soldiers stationed in the gatehouse has murdered his fellows and is setting about opening 
  the gates to let the attacking army in. Knowing he must be stopped at all costs, you raise 
  your bow, take aim and fire at the traitor. Roll two dice. If the total is less than your Skill, 
  turn to 256. If you roll equal to it or higher, turn to 298.
  86
  On seeing how effectively you dealt with their comrades, the other swamp orcs decide 
  you are not worth the hassle and stalk off northwards. You take the trail heading west. 
  Turn to 16.
  
  36
  87
  You do not have to wait long before your next opponent is thrown in. It is a large ram and 
  it lowers it head and charges towards you.
  RAM Skill:7 Stamina:9
  If you win, turn to 261.
  88
  Eventually the gates are closed again by an alert sentry and the soldiers who gained entry 
  to the city are all defeated. But the defenders' numbers and morale are greatly depleted. 
  And it is not over yet: a brigade of orcs has just broken out of their hiding place in the 
  nearby woods and is advancing on the city menacingly. Turn to 384.
  89
  You are still battling when several horsemen encircle you. You are trapped! Before you 
  can make a move to fight your way clear, one of the horsemen throws a weighted net 
  over you. As you struggle to free yourself, several soldiers leap upon you, raining blows 
  down on you. Finally, you succumb to their endeavours and close your eyes for the final 
  time.
  90
  As you re-enter the copse, you are stunned to see a strange beast about to attack your 
  poor horse and make it its next meal. The creature's body from her waist up is that of a 
  woman. She has a mass of brown hair and golden skin. From the waist down she has the 
  body of a lioness with four powerful legs and golden brown fur: she is a felinaur. On 
  seeing you enter the copse, the creature backs away from your horse and draws a 
  scimitar, ready to do battle. 
  FELINAUR Skill:9 Stamina:8
  If you defeat the felinaur, you untie your horse and mount it, preparing to head straight 
  for Ximoran. Turn to 199.
  91
  You decide to head for the barracks at the edge of town, knowing that since you are now 
  
  37
  fighting for the city you are entitled to bed and board. 
  You enter the low wooden barracks and give your squadron name to the barracks officer. 
  You are directed to a group of soldiers at the far end of the barracks and are given some 
  sloppy grey gruel to eat. It barely nourishes you at all (restore 1 Stamina point). Once you 
  have eaten this pitiful meal, you climb into the sleeping bag provided and close your 
  eyes. Turn to 323.
  92
  While your squadron is overwhelmed, your keen eye and steady hand allow you to stay 
  relatively safe from the birdmen. You get away with a small flesh wound from a stray 
  arrow (deduct 2 Stamina points). Although your squadron has suffered severe casualties, 
  eventually you succeed in battling the birdmen off. Turn to 297.
  93
  You serve the Master of Wolves faithfully, completely devoted to him and his causes, 
  until one day an adventurer confronts him at his home and you give your life protecting 
  him.
  94
  One of the trees knocks you to the ground with a vicious swipe of its sword. As you 
  struggle to get to your feet, one of the other trees grabs your foot and hauls you upside 
  down into the air. You struggle and lash out with your sword, but you cannot free 
  yourself from the tree's vice like grip. One of the trees raises its sword and you prepare 
  yourself for the final blow . . . but it never comes. The tree's arm has frozen, the sword 
  inches from your head. You gaze about and all the trees are similarly halted. A low 
  chuckling comes from below you and you look down to see the Master of Wolves 
  looking up at you, his face full of mirth.
  ‘Well my friend, it seems you are at my mercy for a second time,’ he mocks. ‘But this 
  time I shall not be so merciful. Give me your word that you will aid me and I shall release 
  you from this predicament.’ 
  If you agree to the wizard's demand, turn to 4. If not, turn to 273.
  95
  The tentacle retracts into the mire, dragging the unfortunate wolf with it. Saddened by the 
  loss of a comrade so early in this venture, you beckon the pack to head further east before 
  anything more untoward happens. Record the codeword 'lost' on your adventure sheet 
  before turning to 375.
  
  38
  96
  Suddenly you realize what the little gentleman is doing: he is attempting to pick your 
  pockets. With lightning-quick reflexes, you grab his arm and twist it back, nearly 
  breaking it. The little fellow squeals in pain and you pull his hood back to reveal the 
  curly-haired head of a hobbit. You stare coldly into his terrified eyes before releasing 
  him. You watch in amusement as the would-be thief runs for an alleyway as fast as his 
  little legs can carry him before you continue your journey to Poomchukker's house. Turn 
  to 116.
  97
  Your shoulder smashes into him and sends you both flying to the ground. You do 2 
  Stamina points of damage to him. As you try to get off him, he grabs your shoulder and 
  sinks his sharp teeth into it. Deduct 1 Stamina point. You both struggle to your feet. Will 
  you:
  Try to kick him in the face as he gets up?
  Turn to 304.
  Try to get him in a headlock?
  Turn to 397.
  98
  You advance cautiously, but Caius is clearly panicked. Before you can say anything, he 
  draws his knife across the girl's throat and her head slumps forward as the breath goes out 
  of her. Caius then flings her corpse aside and discards his knife in order to draw his 
  sword. You rush forward to battle him, angry at his cowardly deed and your mishandling 
  of the situation.
  CAIUS Skill:9 Stamina:11
  If you defeat him, turn to 275.
  99
  As the knight falls from his mount, dragging the poor creature down with him, he uses his 
  last ounce of strength to slash out at your horse's neck with his sword, silencing the beast 
  forever. You manage to leap off the dying animal before it falls and crushes you. 
  Looking around, you see most of the knights have been defeated and the city gates have 
  been closed once more. You rejoin your squadron just as the lookout on the battlements 
  announces that a battalion of orcs has broken out of their hiding place in the nearby 
  woods and are advancing menacingly on the city. Turn to 61.
  100
  One rider spurts ahead of the others. He draws his sword and brings it smashing into your 
  
  39
  back, tumbling you from your saddle. Before you can rise to your feet, the other two 
  horsemen reach you and all three begin hacking you to pieces. Your adventure ends here, 
  in front of the great gates of Ximoran.
  101
  You charge your horse through the open gates of the village and observe the 
  pandemonium around you. Several houses are on fire and those which are not soon will 
  be. People flock to and fro in panic. Some of the quicker witted individuals have started a 
  bucket chain going in an effort to put out the raging fires, but it is having little effect. To 
  your left, a mother is crying for her baby who is still trapped inside a burning house, 
  while to your right, you hear the surprising sound of merry laughter. If you wish to aid 
  the distressed mother, turn to 301. If you would rather investigate the raucous laughter, 
  turn to 218.
  102
  Bartolo heartily slaps you on the back as you bring him his mug of ale. He drains the mug 
  in short order and wipes the foam from his mouth with the back of his hand, a contented 
  smile now fixed firmly on his face.
  ‘I wish you the best of luck,’ he says. ‘Saul won't know what hit him.’ 
  You say goodbye to Bartolo, pleased to find that at least some of your troops remained 
  loyal. Restore 1 Luck point. Now if you want to talk to the bearded man, turn to 215. If 
  you would rather talk to the barmaid, turn to 71. On the other hand, if you have a lead 
  you want to follow up, turn to the appropriate section.
  103
  You are startled by the sound of hooves coming from behind you. You spin round to face 
  a knight astride his steed and wielding a heavy mace galloping towards you. With a 
  savage war cry, you raise your sword and race forward to fight him.
  KNIGHT Skill:11 Stamina:8
  If you win, turn to 339.
  104
  With their leader dead, the poorly disciplined orcs panic and run around in terror, all 
  thoughts of catching you gone from their minds. You dash out of the large hut and race 
  across the mire back to the clearing you were captured in. You take the western trail 
  before the orcs decide to pursue you. Turn to 16.
  
  40
  105
  An image flashes in front of your eyes as you look at the bird. It is that of a beautiful 
  woman with long brown hair. Part of you feels instant fear and hatred of the face, but 
  another part of you feels that this is the face of a friend. The great bird is now rapidly 
  descending on you. The other wolves have fled to the cover of some bushes to your left. 
  If you wish to join them, turn to 25. Otherwise, turn to 345 to face the giant eagle.
  106
  You grab him under his knee and throw him into the air so he lands flat on his back doing 
  2 Stamina points of damage to him. He rolls away from you and scrambles to his feet. 
  You begin circling each other warily once more. Will you:
  Try a punch in the face? 
  Turn to 202.
  Try shoulder charging him?
  Turn to 97.
  Risk attempting to throw him?
  Turn to 168.
  107
  You reveal to the council that after the city fights off the first wave, a band of orcs will 
  attack them immediately.
  ‘The orcs must have hidden in the nearby woods overnight,’ says Askalo, stroking his 
  chin thoughtfully. ‘But we shall be ready for them.’
  Erase the codeword 'ambush' from your adventure sheet and replace it with the codeword 
  'ready'.
  ‘Do you have other news for us, young warrior?’ asks the wizard Kolgor.
  If you have the codeword 'aerial', turn to 392. If not, but you have the codeword 'coward', 
  turn to 132. If you have neither, turn to 56.
  108
  You awake to find yourself in a cramped cell. You are lying on a bed of straw and ahead 
  of you is a door of steel bars. All around you are unfamiliar smells. Your sensitive nose 
  takes them in and they seem oddly pleasant. You rack your brain in an attempt to 
  remember how you got here and your mind starts to panic. You feel different somehow, 
  but you have no idea why. Your cage door opens and a bearded face peers in. He looks 
  familiar, but you cannot place him. You snarl at him as a reflex, but in a way you feel like 
  you can trust him.
  Cross off all the equipment on your adventure sheet. Change your Current and Initial 
  
  41
  Skill score to 10 and your Current and Initial Stamina to 14. You must use these new 
  totals for the rest of the adventure. Any bonuses or penalties you have incurred no longer 
  apply.
  Now turn to 14 if you have the codeword 'bark' recorded or to 140 if you do not.
  109
  You drop the orb of destiny at the Master of Wolves' feet and he rubs your head 
  soothingly.
  ‘You have fulfilled my every expectation,’ he says with a smile. 
  Turn to 93.
  110
  You bark repeatedly at the ranger and make numerous gestures with your head and tail. If 
  you do not have the codeword 'mind' recorded on your adventure sheet, turn to 157. 
  Otherwise, test your Luck. If you are Lucky, turn to 302. If you are Unlucky, turn to 157.
  111
  One boulder smashes into the battlements right next to you, sending you and several 
  other archers flying. Some fall to their deaths, you merely collide with a stone buttress 
  (deduct 6 Stamina points). If you survive, turn to 235.
  112
  ‘I warned you,’ says the captain, clicking his fingers.
  You are grasped by several strong hands and although you try to struggle, and even 
  succeed in breaking the nose of a guard, you are escorted roughly back to your cell.
  Ahab once again chuckles at your plight. He is released a few hours later and that is the 
  last time you ever see another human face. Your adventure ends here.
  113
  
  42
  The man glances up as you approach him.
  ‘Well,’ he says, lowering his pipe, ‘if it isn't one of the Master of Wolves' servants.’ He 
  looks deeply into your eyes.
  If you have the codeword 'mind' recorded, turn to 338. Otherwise, turn to 28.
  114
  You shout up to the portly sorcerer that you agree to his terms.
  ‘I thought you would,’ he smirks. He then closes the trapdoor and you are once again left 
  in pitch darkness. 
  After a few minutes, a section of the wall slides open and you step through into a massive 
  underground arena. Seated high above you in a balcony is Poomchukker and a man and 
  two women in similar garish clothing. Your sword is lying in the centre of the arena and 
  you stoop over to pick it up. As you do so, Poomchukker claps his hands and another 
  section of the arena wall slides open. A fearsome leopard stalks out growling softly. Its 
  almond eyes narrow on you as it charges.
  LEOPARD Skill:9 Stamina:9
  If you win, turn to 47.
  115
  You wait until no-one is looking and then stalk your way to the back of the tent. If you 
  are wearing soft boots, turn to 167. If not, test your Luck. If you are Lucky, turn to 167. If 
  you are Unlucky, turn to 385.
  116
  You reach Poomchukker's impressive home. Clearly he is a man of great means; his 
  house stands out from all those nearby. You walk up to the large front door and knock 
  loudly. The door is opened by a rather repulsive looking goblin serving girl.
  ‘Yes?’ she asks.
  ‘I have a favour to ask of the wizard Poomchukker,’ you say boldly. She looks you up 
  and down.
  ‘Leave your sword here and you can go up and see him. You can get your weapon back 
  afterwards,’ she adds, seeing the doubt in your eyes. 
  You have little liking for wizards and are rather dubious about having to face one 
  
  43
  defenceless. If you agree to leave your sword with the girl, turn to 118. If you refuse, turn 
  to 46.
  117
  As you plunge your sword into his chest, the creature grabs your shoulder and, with a 
  small dagger he had concealed in his other hand, he carves a crescent shape on your bare 
  shoulder (lose 1 Stamina point). Then the creatures slumps back, a blissful smile on his 
  dead face. Puzzled by the swamp orc's actions, you decide to head back east, this clearing 
  being a dead end. Turn to 147.
  118
  The girl ushers you to a large library where a strange looking man sits. He is immensely 
  tall and fat with a bald, egg-shaped head. From his chin grows an elaborately braided 
  blond beard. Clearly this is Poomchukker. The goblin girl leaves and Poomchukker looks 
  at you expectantly. You say that you need to know where the army that camped nearby 
  recently was headed and you have heard that he may know. 
  He speaks to you in a low rumbling voice: ‘Indeed I do, barbarian, but I see little reason 
  why I should share this information with you.’
  If you want to threaten the portly wizard into helping you, turn to 171. If you wish to hear 
  him out, turn to 220.
  119
  Along the highway you pass a wooden shack. It has been burnt to the ground and a 
  woman and her two daughter are sheltering from the rain in the debris. You ride up to 
  them and ask them what happened here. One of the daughters, a girl of about seventeen 
  winters with ash blonde hair, tells you that an army passed this way and tried looting the 
  house. Her father stood up to them and was beheaded for his efforts. They then took all 
  the food and burnt the house to the ground. 
  You feel bad that an army you raised could do such a thing to innocent people. You are 
  warriors, not animals! You feel inclined to help the family. If you wish to give them 
  either three portions of your provisions or three gold pieces, turn to 190. If you cannot, or 
  will not, turn to 282.
  120
  The arrows miss you by inches. You spot your enemies hiding behind the rocks. They are 
  small, warty and brown skinned - swamp orcs. These creatures are nasty pieces of work, 
  but not completely devoid of reason. If you wish to try to parley with them, turn to 320. If 
  you would rather charge into them, before they have a chance to fire again, turn to 72.
  
  44
  121
  Since you are no longer under the Master of Wolves' control, you no longer have any 
  sense of loyalty to the other wolves of the swamp, but you hate to see a creature suffer so. 
  If you want to try and save the wolf from the crab grass, turn to 133. Otherwise, turn to 
  386.
  122
  Both arrows fly into the target. From this distance they look equally close to the bull’s-
  eye. The announcer saunters over and measures the distances. He then declares your 
  opponent the winner by the narrowest of margins. You mutter your congratulations and 
  then barge your way through the crowd to the market stalls. Turn to 160.
  123
  The crossbow bolt zips past your head and the horse soon increases its speed, leaving the 
  disgruntled rancher shaking his fist in impotent rage. Turn to 143.
  124
  Somewhere in the raging battlefield you hear someone calling your name. You wheel 
  your horse round to face a tall, clean-shaven man coated head to toe in scale armour and 
  wielding a two-handed sword: he is Sthenelaidas, one of the most honourable soldiers in 
  your army. 
  He raises his sword in salutation. ‘I am pleased you yet live, General,’ he says. ‘You 
  deserved better than to be murdered by traitors.’
  ‘You seem happy enough to serve Saul,’ you respond darkly.
  He spits in disgust. ‘Saul is a dog,’ he says. ‘But a man cannot become renowned unless 
  he serves in an army. And serving Saul has put you and me on opposite sides which 
  gladdens my heart. I would feel I had missed something if I were not to cross swords with 
  you once in my life.’
  You nod and charge your horse towards him. As you are on horseback, you may add one 
  to your Attack Strength for this combat only.
  STHENELAIDAS Skill:10 Stamina:8
  If you win, turn to 33.
  125
  
  45
  ‘Well, I suppose your dramatic entry to the city proves you are no friend of the horde 
  outside. And Telak knows we need as many able-bodied men and women as possible. 
  Very well: you shall be released. Report to the Unicorn Squadron light infantry tomorrow 
  morning.’
  With that, your possessions are returned to you and you are escorted out of the 
  guardhouse. Record the codeword 'sword' before turning to 192.
  126
  Luckily there are enough archers for the job and they manage to send the orcs scattering 
  while several shoot flaming arrows at the ram itself, burning it to a useless husk. The orcs 
  flee to a safe distance, their assault defeated for the time being. Turn to 341.
  127
  The scorpions make no move to follow you eastwards. The canopy of trees above you 
  grows denser and the trail you are following is covered with thick routes meaning you 
  have to advance very slowly and cautiously. 
  Eventually, you emerge into a small overgrown clearing. Two trails lead further into the 
  swamp. The eastward trail will take you further from the Master of Wolves' home so you 
  ignore it and turn your attention to the southerly route. It is only then that you hear a faint 
  buzzing coming from the trees to your left. If you wish to investigate, turn to 355. 
  Otherwise, turn to 343.
  128
  With the still surviving wolves, you head back towards the Master of Wolves' hut. 
  Suddenly, there is a piercing cry from above you and a gigantic eagle with its cruel talons 
  outstretched flies from the treetops straight towards you. If you have the codeword 
  'parrot' recorded, turn to 105. Otherwise, turn to 358.
  129
  At last the rain eases off and you shake the moisture from your soaking hair. The road 
  you are following joins the King's Road and you turn south-west along it in the direction 
  of Ximoran. You have yet to come across the rear guard of the army. It is now getting 
  quite dark and you will only be able to ride for a couple more hours before you will have 
  to make camp for the night.
  Fifteen minutes of riding later, the road passes a small wood to the east. It is possible that 
  the army may have camped in there in order to take shelter from rain so it might be worth 
  exploring. On the other hand, it might be a waste of time and energy. If you want to 
  investigate the wood, turn to 146. If not, you continue along the highway. Turn to 37.
  
  46
  130
  You have not been following the new tunnel for very long when you espy sunlight in the 
  distance. You guide your horse towards it and emerge out of a cliffside into the open. 
  You can see no sign of the manticore and you quickly mount your horse and ride south 
  before the vile monster works out where you have gone. Turn to 184.
  131
  You guide your horse into a nearby copse of trees and tie its reins to one of them. From 
  your hiding place, you can see several soldiers coming back and forth. Each wears a 
  piece of blue cloth tied round their arm to distinguish themselves as part of the army. If 
  you want, you could ambush a soldier and steal his blue cloth in order to bluff your way 
  in. If you wish to attempt this, turn to 310. If you would rather just try to sneak into the 
  camp as you are, turn to 288. If you wish to give up on this idea and ride into the city 
  instead, turn to 199.
  132
  You inform them that the first wave of soldiers who will attack this city are made up of 
  those least loyal to Saul.
  ‘Good,’ enthuses Howe Glockheed, rubbing his hands together eagerly. ‘A strong assault 
  will send them scattering.’
  ‘Indeed,’ says Askalo.
  Erase the codeword  'coward' and record the codeword 'thrust' on your adventure sheet.
  ‘Do you have any more information?’ asks Felicia.
  If you have the codeword 'aerial', turn to 392. If not, but you have the codeword 'ambush', 
  turn to 107. If you have neither, turn to 56.
  133
  You dive into the crab grass and tear at its thick stalks with your teeth. In response it 
  tightens around you and tries to choke the life out of you while its pincers snap furiously 
  at you. You must deduct 1 Stamina point every other attack round regardless of what else 
  happens in that round as the crab grass is constantly trying to crush you in its tendrils.
  CRAB GRASS Skill:6 Stamina:16
  If you win, turn to 353.
  
  47
  134
  You are far to the north of the Master of Wolves' home. You leave the clearing and head 
  southwards along a narrow trail of moist ground. 
  You haven't travelled far before you reach the Foulbrood River which flows across the 
  width of the swamp. You know from previous experience that the waters are swarming 
  with alligators and a swim is therefore suicidal. Thankfully there is no need for you to 
  attempt this as a stone bridge directly ahead of you spans the river and connects to the far 
  bank where a trail leads further south. But a decidedly odd creature is waiting for you on 
  the bridge, leaning on the stone railing with his arms crossed. He is a short, stout man 
  with a squat head, a wide mouth and large eyes - he looks like a frog! He is dressed in a 
  plain yellow tunic, but his silver medallion in the shape of a frog reveals he is a powerful 
  wizard - the Master of Frogs, one of the five wizards who call Scorpion Swamp their 
  home. He gives you a mischievous grin. If you have the codeword 'mind' turn to 365. 
  Otherwise, turn to 36.
  135
  ‘You have yourself a deal,’ you say with a grim smile. He grins enthusiastically. 
  ‘But you won't be up to killing anyone in the condition you're in,’ he says. ‘Here, let me 
  heal your wounds.’ 
  He places his hands on your wrists and feet and you can feel the wounds close (restore 
  the 2 points lost from your Skill score). Turn to 285.
  136
  You cannot afford to spend too much longer in Fenmarge. Your blood lusts for 
  vengeance and you must find Saul to satiate it. If you have either the codeword 'grass' or 
  the codeword 'merchant', turn to 183. If you have neither codeword, turn to 30.
  137
  The three swamp orcs seem surprised when you bear down on them. Fight all three at the 
  same time.
  FIRST SWAMP ORC Skill:7 Stamina:6
  SECOND SWAMP ORC Skill:6 Stamina:8
  
  48
  THIRD SWAMP ORC Skill:7 Stamina:7
  If you defeat all three, turn to 86.
  138
  ‘So, you return to the scene of your crime,’ screeches the Master of Spiders as he spots 
  you from the corner of his eye. 
  His spiders surge forward to attack you. Fight them all as one enemy.
  SPIDERS Skill:7 Stamina:12
  If you win, the Master of Spiders advances on you with his wand at the ready. The wand 
  allows him to do an extra point of damage to you when he wins an attack round.
  MASTER OF SPIDERS Skill:9 Stamina:6
  If you reduce him to 2 Stamina points or less, turn to 197.
  139
  Your aim is true and you take down many of the avian menaces. Your fellow archers 
  fight with similar skill and in the end the birdmen are forced to flee. You all cheer at this 
  first minor victory. Turn to 264.
  140
  The bearded man starts to laugh. 'I must say I was worried when you left me after I freed 
  you from the cross, but, as I hoped, you had made a promise to yourself to kill Saul.’ 
  Turn to 14.
  141
  Your eyes open to see Poomchukker and Doctor Flaude's decidedly worried faces. You 
  start to move . . . and grasp your shoulder in pain!
  ‘The operation didn't go as well as we hoped,’ says the doctor in a worried voice.
  With a roar, you leap to your feet, intent on strangling the bumbling doctor who cowers 
  behind Poomchukker in abject terror. The large sorcerer raises a hand to stop you.
  ‘That's enough!’ he booms. ‘You knew the risks before you agreed and your horse is 
  ready and waiting outside.’
  His words calm you down and you admit he is right. You leave his house to find a fine 
  
  49
  mare tethered outside. It is saddled and ready to go. You rub your shoulder which is still 
  very sore. Deduct 1 Skill point. Cursing the wizard and the inept doctor, you approach 
  your new steed. Turn to 326.
  142
  Before you are discovered, you quickly grab the orb with your teeth and dash across the 
  clearing to join your fellow wolves. Turn to 128.
  143
  A short time later, you reach the highway once more and follow it south-west. Turn to 
  395.
  144
  You tumble off the horse and land on the hard ground. Before you can struggle to your 
  feet, you are trampled into pulp by the hooves of several horses.
  145
  The building is surprisingly full of people eager to see the hypnotist's show. Clearly they 
  want to see something to put thoughts of war out of their heads. You take a seat at the 
  front of the hall and watch as the hypnotist; a young man with white hair which sticks up 
  at odd angles and dressed in black leather, asks for volunteers for him to use his art on. 
  He gets one man to bark and scratch like a dog, another to fall asleep and a woman to 
  prance about on stage making monkey noises.
  The show ends after a mirthful hour and the hypnotist retires backstage, sent off by 
  thunderous applause. You must say the hypnotist did impress you, but you are not fully 
  convinced that the hypnotized "volunteers" were not in fact stooges. If you wish to go 
  backstage and ask the hypnotist, turn to 32. If not, you take your leave of the building. 
  Turn to 192 and visit somewhere else, but you cannot see the hypnotist's show again.
  146
  You find a thin trail snaking through the woods and notice several footprints along it: 
  many people have been here recently. Following the trail through the dark trees, you 
  eventually emerge into a clearing where you behold a truly gruesome sight. Hanging by 
  his neck on a rope tied to a solitary oak in the centre of the clearing is a man in the garb 
  or a minstrel. He looks like he has been dead for about a day and you are just about to cut 
  him down, when you hear a shout from the trees. Two brawny orcs emerge into the 
  clearing, swinging wickedly serrated swords over their heads. You may fight them one at 
  a time.
  
  50
  FIRST ORC Skill:7 Stamina:5
  SECOND ORC Skill:6 Stamina:6
  If you win, turn to 283.
  147
  Warily, you re-enter the clearing of the sword trees, your sword gripped tightly in your 
  hand. Your caution is well placed as the trees have already re-grown and are converging 
  on you. Once again you must battle these deadly plants of the swamp.
  SWORD TREES Skill:9 Stamina:12
  If you lose 2 attack rounds in a row, turn to 94. If you defeat them before this happens, 
  turn to 68.
  148
  As you prepare to follow the trail heading west, a mass of swamp orcs leap out from their 
  hiding place in the foliage. Three of them rush you with their swords while several more 
  ready their bows to shoot you down. If you want to fight the leading swamp orcs, turn to 
  137. If you would rather try to flee down the western trail, turn to 15.
  149
  The southern trail gets very narrow and boggy and it is hard work making your way along 
  it. Eventually it widens into a small clearing. The clearing is dotted with small, greenish 
  trees. Each of their gnarled limbs ends in what looks like a sword and their trunks have 
  faces with wide grins. These strange creatures are sword trees and you have faced them 
  before. You know they find it hard to bend downwards so you crouch low and dash past 
  them. They are used to opponents both taller and slower than you and so the swings of 
  their swords do not even come near you. Triumphantly, you follow a trail heading south. 
  Turn to 379.
  150
  She pockets the two gold pieces and gives you a dazzling smile.
  ‘It just so happens that I was meant to meet someone tonight. One of the lieutenants in 
  the army. He's staying behind a day. Goes by the name of Caius.’ 
  Your blood quickens at the mention of this name. Caius was one of the ones present at 
  your crucifixion. You never liked the man - a braggart who declared much and 
  accomplished little. The wench gives you directions to the house Caius is staying in. 
  Whenever you wish to track him down, turn to 34. If you wish to talk to the soldier in the 
  corner, turn to 83. If you would rather speak to the bearded man, turn to 215. If you wish 
  to follow up that lead now or you have another you wish to follow up, turn to the 
  
  51
  appropriate section.
  151
  Your investigations are fruitful indeed. You find a nice lump of honeycomb in the tree 
  and tuck in greedily (restore 4 Stamina points). Satisfied with your meal, you leave the 
  clearing, following a trail that snakes westwards through the swamp. Turn to 330.
  152
  The hornets are territorial creatures and therefore make no effort to pursue you as you 
  rush down the southern trail. Turn to 343.
  153
  You walk along the many narrow streets looking for an inn. All you pass appear to be 
  full, filled to the brim with visitors to the city who are now trapped by the besieging 
  army. 
  While you are searching, you hear whispered voices coming from an alley to your right. 
  Test your Luck. If you are Lucky, turn to 277. If you are Unlucky, turn to 324.
  154
  The man seems unsurprised when you move to attack and he draws a hatchet from his 
  belt.
  RANCHER Skill:8 Stamina:8
  If you reduce him to 2 Stamina points or less, turn to 258.
  155
  Your aim is true and the javelin pierces the man’s armour, penetrating his heart. As you 
  had hoped, the knights are at a loss without their leader and are soon overcome by the 
  disciplined defenders. You rejoin your squadron just as the lookout on the battlements 
  announces that a battalion of orcs has broken out of their hiding place in the nearby 
  woods and are advancing menacingly on the city. Turn to 61.
  156
  You pad over to the green woman and she strokes your chin as you lick her hands. She 
  then leads you through the foliage into a corridor of trees. All around you hear melodious 
  singing. As you are following the woman faithfully, your eyes catch sight of a blond man 
  sitting on a log down a little trail to your right. The man is smoking a pipe and looks deep 
  
  52
  in thought. The green woman does not seem to have noticed him. If you want to follow 
  the trail and visit the blond man, turn to 113. If you would rather continue following the 
  beautiful green woman, turn to 194.
  157
  He cannot understand you, but he understands that you mean no harm and he leaves the 
  clearing via the northern trail. You decide to take the southern trail as this is the quickest 
  way to the Master of Wolves' home. Turn to 45.
  158
  You untie one horse and mount it. It gives off a loud whinny as you urge it south. It is 
  just breaking into a trot when the door of the log cabin is thrown open and a man holding 
  a crossbow dashes out and takes aim at your rapidly retreating form. Test your Luck. If 
  you are Lucky, turn to 123. If you are Unlucky, turn to 313.
  159
  The Master of Gardens takes you to his home in the northern edge of the swamp. You 
  forget your loyalty to the Master of Wolves and live out the rest of your days as the 
  Master of Gardens' friend and faithful companion.
  160
  The market has several interesting articles for sale. You may also sell some items you 
  have found for the appropriate amount of money.
  Item
  To Buy
  To Sell        
  Provisions
  Two for 1 gold piece
       -
  Horse
  30 gold pieces
                
       -
  Potion of Skill
  9 gold pieces
       -
  Potion of Strength
  9 gold pieces
           4 gold pieces
  Potion of Fortune
  9 gold pieces
       -
  Longbow
  7 gold pieces
                      4 gold pieces
  Soft boots
  5 gold pieces
       -
  Your backpack cannot hold more than ten provisions. A horse will be essential if you 
  want to catch up with Saul. A potion of skill will restore any lost Skill points. A potion of 
  strength will restore any lost Stamina points. A potion of fortune will allow you to 
  increase your initial Luck score by 1 point and restore your current Luck to this new 
  initial score. These potions can only be used once each and the market only sells one of 
  each kind. The longbow comes complete with a quiver of arrows of which you can 
  assume you have an unlimited amount. The soft boots will allow you to walk making far 
  less noise than with your current boots. 
  
  53
  When you are finished, turn to 136.
  161
  The bird seems to be trying to communicate with you. And when you strain your ears you 
  find you can understand it! Turn to 274.
  162
  You stay where you are and lower your sword. A grin appears on Caius' face as he drags 
  her towards the doorway into the back room. Suddenly, there is a crash and Caius' 
  expression turns blank before he topples forward, releasing his hostage. Behind Caius is a 
  large bald man holding the smashed remains of a glass bottle. Obviously he must have 
  brought the bottle down on Caius' head. He helps the serving girl to her feet and gives the 
  unconscious Caius a swift kick in the stomach.
  ‘No-one takes my daughter hostage,’ he grunts.
  He and his daughter thank you profusely. He introduces himself as Ragos and his 
  daughter is Alia. He was apparently asleep in the back room  when all the commotion 
  disturbed him. He saw Caius with his knife to his daughter's throat and reached for the 
  nearest thing to hand to lay Caius out cold.
  ‘I never did approve of your consorting with him,’ he says, glaring at Alia who merely 
  grins back. 
  Ragos buys you a meal at the tavern which you devour greedily (regain up to 4 lost 
  Stamina points) while several townspeople crowd in to shake your hand. Ragos is the 
  Mayor of Fenmarge's older brother and has considerable sway in the town. He arranges 
  for the finest mare in the town to be saddled and given to you. You thank him and say 
  goodbye to Alia, thoughts of Saul once more in your head. Turn to 326.
  163
  To the utter dismay of everyone, the heavy wooden gates swing open and the assaulting 
  force pours in. A traitor must have opened the gate for them! You draw your sword and 
  get ready to battle the warriors hurtling towards you, knowing that if the gate is not 
  
  54
  closed soon, the whole city will be overrun!
  FIRST SOLDIER Skill:7 Stamina:5
  SECOND SOLDIER Skill:8 Stamina:4
  THIRD SOLDIER Skill:7 Stamina:7
  Fight the soldiers one at a time. If you win, turn to 63.
  164
  Inspecting the orcs' bodies, you find three portions of provisions (you can only take these 
  if you have a backpack to store them in) and five gold pieces which you place in your belt 
  pouch. The orcs' longbows were all broken in their desperation to discard them and so are 
  of no use to you. Looking around this clearing, you see there are two ways forward. To 
  head east, turn to 263. To take the southern trail, turn to 211.
  165
  Although you can barely see in the smoke infested house, you can just about hear the 
  baby's frantic cries over the roaring flames. Finally, you find the baby, scoop her up in 
  your arms and leap through a nearby window to the safety of outside. You pass the baby 
  to her mother who gratefully presses ten gold pieces into your hand. Gain 1 Luck point. 
  You then retrieve your horse and head in the direction of the raucous laughter. Turn to 
  218.
  166
  You start to move towards the southern trail, but you can feel the woman' soft eyes 
  gazing at you. You cannot resist turning to look at her once more and she gives a coy 
  smile as she beckons you to her with a finger. Roll one die. If you have the codeword 
  'will' recorded, you may add one point to your roll. If the result is:
  1-3
  Turn to 42.
  4-7
  Turn to 41.
  167
  You reach the back of the tent and hear two voices. One you recognize as Saul's and you 
  have to control yourself to keep from going into a barbaric rage there and then. The other 
  voice is that of Sthenelaidas, a noble soldier who seeks to be known as the greatest 
  swordsman ever. They are discussing battle plans. 
  ‘The first wave will rush on to the walls of Ximoran. Doubtless they will be repelled, but 
  they will soften the city up for the second wave,’ says Saul.
  Sthenelaidas replies, ‘Even so, we may lose a great deal of men with this tactic.’
  
  55
  Saul sneers. ‘I have considered this. The first wave will be made up of soldiers that are 
  less committed to me and my goal. Their loss is of little importance.’
  Just then another voice enters the tent and interrupts them with trivial matters. You 
  decide it would be too risky to try and get revenge now and you make your way back to 
  the copse. You may have discovered important information here. Gain 1 Luck point and 
  record the codeword 'coward'. Turn to 90.
  168
  You charge at the fearsome man-orc and grab him by the waist in an effort to hoist him 
  above your head. Roll two dice. If the total is less that your Skill score, turn to 335. If it is 
  equal to or greater that your Skill score, turn to 224.
  169
  Still astride your horse, you loose an arrow and send it flying into the neck of a soldier. 
  The camp is suddenly chaotic as dozing soldiers leap to their feet in panic. You send 
  three more arrows screaming into the throng and watch as the soldiers scatter away from 
  the road to take cover in Shakista's ruined buildings. You quickly urge your horse along 
  the road and are across the bridge before the bewildered soldiers know what is 
  happening. They shake their fists futilely as you gallop along the highway south-
  westwards. Turn to 395.
  170
  The meat is roast beef - extremely delicious (restore up to four lost Stamina points). 
  While you are busy devouring it, a weighted net is suddenly thrown over you! You panic 
  as you witness dancing swamp orcs surrounding you and bounding up and down in glee. 
  They draw the net tight around you and raise you off the ground, then carry you off the 
  track and through the worst parts of the swamp. Anyone else would surely plunge their 
  foot into a sinkhole and be lost forever, but the swamp orcs seem to know exactly where 
  they are going.
  Soon, a small timber village becomes visible through the murk of the swamp. The orcs 
  carry you into the village and enter a large central hut. In the middle of the hut is a dirt 
  arena. It is sunken into the floor so the animals made to fight in it cannot escape and the 
  swamp orcs can watch from above in safety. Your net is loosened, but before you can 
  struggle free, you are dumped unceremoniously onto the floor of the arena. Turn to 74.
  171
  You demand he tell you where Saul is headed or else. He rises from his armchair and 
  gives you a menacing look. If you wish to charge him, turn to 244. If you want to 
  apologize for your audacity, turn to 376.
  
  56
  172
  You wipe the serpent's foul blood from your sword and gaze about, trying to decide what 
  route will take you to more open ground.
  ‘Follow me,’ you hear from above you and you look up to see a red and blue parrot 
  perched on a nearby branch . ‘Follow me,’ it repeats and flies to another tree further away 
  where it stops and looks at you expectantly. 
  If you want to follow the parrot, turn to 372. If you would rather make your own way 
  through the undergrowth, turn to 55.
  173
  You raise you arm and call out that you submit. The man-orc punches the air in 
  celebration and the crowd cheer him. You wipe some blood from your mouth and grin to 
  yourself: it is unusual to see people tolerating a man-orc let alone cheering one.  You 
  stagger over to the dwarf who slaps you on the back.
  ‘No shame in it,’ he says. ‘You put up a good fight.’ 
  He gives you a potion to drink and calls for your wounds to be patched up. Restore 4 
  Stamina points. You then rise to your feet and leave the ring. Turn to 213.
  174
  You throw your gold to the goblins and one of them catches it greedily with his eager 
  hands. They then run off into the heath to the north, turning round every now and again 
  and training their crossbows on you to make sure you do not try to follow them. You 
  have wasted enough time and you urge your horse on to follow the highway south-east. 
  Turn to 129.
  175
  You cannot possibly break through all the angry orcs. You are torn to shreds by their 
  cruel swords and arrows.
  176
  If you have the orb of destiny, turn to 109. Otherwise, turn to 230.
  177
  Finally the mighty giant falls to his knees and breathes his last. Selator picks himself off 
  the ground and dusts himself off.
  
  57
  ‘Well done,’ he says. ‘I think it would have been the end of me if you hadn't shown up 
  when you did. That brute was smarter than he looked - most of his kind would have been 
  pretty confused by that mirror image of myself I created.’
  He shakes you by the hand and looks deep into your eyes.
  ‘I sense great anger in you,’ he says worriedly. ‘Perhaps it would be better if you just let 
  that anger go - it will bring you nothing but ill fortune. However, I can see you are not 
  going to do that. In which case I have a gift for you.’
  With that, he walks off. You are about to follow him when you are suddenly surrounded 
  by cheering townspeople. They all reach out to shake you by the hand. The crowd lead 
  you into the tavern where you are given food and drink fit for a king. Regain up to 6 lost 
  Stamina points. Once you have had your fill, you rise from your seat and decide you must 
  be on your way. Before you can leave, you feel a firm hand on your shoulder and you 
  turn round to see the grinning face of Selator.
  ‘As a thank you, I've left a gift for you outside,’ he says mysteriously.
  Curiously, you leave the tavern and see a fine mare waiting for you outside, saddled up 
  and ready for action. You turn to thank the wizard, but he is nowhere to be seen. If you 
  already bought a horse earlier, you can sell that one for fifteen gold pieces in the market 
  square. Now, if you have the codeword 'merchant', turn to 326. Otherwise, turn to 48.
  178
  A vicious squad of birdmen fly over the wall. They let fly with barbed arrows and throw 
  bags of exploding powder at the city's defenders. The extra archers put on the battlements 
  on your advice mean that these flying menaces are fought off relatively easily however 
  and they soon take to the skies in flight. Turn to 292.
  179
  Two soldiers wearing plate mail and wielding vicious looking pikes confront you. You 
  must fight both at the same time, but you may add one point to your Attack Strength for 
  this combat only as you have the advantage of being on horseback.
  FIRST SOLDIER Skill:7 Stamina:10
  SECOND SOLDIER Skill:8 Stamina:9
  If you win, turn to 33.
  180
  The trail west begins to narrow and you have to avoid numerous quagmires that lie on to 
  
  58
  the path. Monstrous noises come from the swamp in all directions. This is clearly not the 
  way out of the swamp. You are about to turn back when you hear a pleading moan ahead 
  of you. Cautiously, you venture forth and emerge into a small clearing. A small 
  humanoid creature with brown warty skin and black greasy hair lies on the ground. On 
  top of him is a creature like a gigantic bat. This creature is quite dead and you kick it off 
  the swamp orc. He looks up at you with unfocused eyes. 
  ‘Thought it could have me for lunch,’ he gasps, obviously in a great deal of pain. 'But I 
  showed it,’ he continues with a grimace. ‘It won't trouble my people again.’ 
  Suddenly he grips your leg tightly with a clammy hand. ‘Stranger,’ he pleads, ‘I don't 
  want to die slowly in this swamp. Kill me, and give me a proper death.’
  He then pulls the leather armour from his chest and indicates that he wants you to plunge 
  your sword in there. If you agree, turn to 117. If you refuse to kill the dying swamp orc, 
  turn to 203.
  181
  Having dispatched your enemy, you seize the reins of his horse, draw your sword and cut 
  through the knights ahead of you. The last thing they expected was an attack from behind 
  and they fall quickly to your sword. One knight manages to wheel round his steed and 
  charge at you.
  KNIGHT Skill:8 Stamina:8
  If you win, turn to 99.
  182
  The rain continues unabated and you are just getting into a very bad mood when two 
  goblins spring out from behind a mass of rocks and point their crossbows at you.
  ‘Your money or your life!’ one of them screeches.
  You could do without this. If you wish to just hand over your gold so you can move on 
  quickly, turn to 174. If you have no money or do not wish to give them any, turn to 2.
  183
  You know that Saul is headed for Ximoran. You must therefore catch him quickly for if 
  you cannot reach him before he has taken the city, he will be too well guarded for you to 
  get near him. If you have just bought a horse, you can set off immediately by turning to 
  326. If you have not bought a horse, turn to 319 if you have the codeword 'grass' or turn 
  to 10 if you have the codeword 'merchant'.
  
  59
  184
  Not long after your encounter, you come across an idyllic scene. Ahead of you is a large 
  orchard of apple trees. Even from this distance you can see that the apples look ripe and 
  succulent. If you wish to head towards the orchard and eat a few, turn to 79. If you wish 
  to pass by and continue south, turn to 143.
  185
  You manage to creep past him and leave the clearing by following a trail heading south. 
  Turn to 217.
  186
  You kneel panting with exhaustion. The mighty rhinoceros lies dead before you. 
  Poomchukker nods his approval and claps his hands. A section of the arena wall slides 
  open to reveal a tunnel leading up.
  ‘Follow the tunnel and you will have what you seek,’ says the wizard. 
  You eye him suspiciously for a second and enter the torchlit tunnel. 
  You follow it a long way before you reach a door at the end. You open it and find 
  yourself in a large room in a ramshackle house. In the centre of the room is a table and on 
  it are a scroll and a wooden box. You unfurl the scroll and read it:
  My Friend,
  I knew you would prevail. The man you seek plans to lead his army against the 
  city of Ximoran. In the box is ten gold pieces. Use them as you see fit. 
  Poomchukker
  You frown at this information. Surely Saul cannot hope to take the walled city with his 
  meagre force? Perhaps he has made some allies. You open the box and put the gold in 
  your pocket. You then leave the house and decide to make your way to the centre of 
  town. Record the codeword 'merchant' and turn to 318.
  187
  You awaken to find Poomchukker and the doctor staring intently at you. You sit up and 
  
  60
  flex your muscles. They feel a little tender, but they also feel stronger and more 
  responsive. The doctor and the wizard both seem pleased by the results and they will also 
  be beneficial to you. You may add one to your Attack Strength in battle from now on.
  Poomchukker tells you that a horse is waiting for you outside. You bid farewell to the 
  two of them and leave the house to find a particularly fine mare tied up outside, saddled 
  and ready for action. Turn to 326.
  188
  You hold the point of your sword to the man's throat.
  ‘Wait general!’ he cries. ‘I served you loyally for several months.’
  'Speak dog, if you want to live,’ you command. ‘What are Saul's plans? How does he 
  intend to take Ximoran?’
  The terrified soldier replies that he does not know the entire plan, but Saul intends to send 
  some birdmen he has allied with to attack the archers on the city's battlements. Record 
  the codeword 'aerial'.
  Satisfied with this information, you smash your fist into the man's skull, rendering him 
  unconscious. You will leave it up to the villagers to punish him and you very much doubt 
  they will show any mercy. Turn to 331.
  189
  The archers make a valiant attempt, but there just aren't enough of them to destroy the 
  ram and scatter those manning it - whenever one falls, another quickly takes his place. 
  The gate creak and groan and then split open, allowing the orcs inside the city. You draw 
  your sword as three orcs surround you. Fight all three at the same time.
  FIRST ORC Skill:8 Stamina:5
  SECOND ORC Skill:9 Stamina:4
  THIRD ORC Skill:7 Stamina:6
  If you win, turn to 193.
  190
  The three women thank you profusely. Gain 1 Luck Point. The mother presents you with 
  a finely made sword - Fangthane steel, if you are not mistaken. This sword is very 
  effective in battle and if you roll a double 6 while calculating your Attack Strength you 
  will defeat your enemy instantly - use it well.
  ‘This was my husband's,’ she says mournfully. ‘But it will do you more good than us.’
  
  61
  You thank her and sling the sword over your shoulder.
  ‘You shall be avenged,’ you declare heroically and then you urge your horse along the 
  highway south-east. Turn to 129.
  191
  The arrow thuds into your flank and you give a snarl of rage (deduct 2 Stamina points). 
  The wolves advance on the spot where it came from, but the stench of the swamp orc 
  fades quickly. Clearly he decided to make his escape before he was surrounded. Some of 
  the wolves are eager to give chase, but you silence their yelps with a harsh bark. You 
  continue north. Turn to 361.
  192
  You head into the city centre. It is now well into the evening, but the streets are still 
  crowded with panicking people preparing for war. A few market stalls are still set up, 
  offering last minute supplies at extortionate prices. A sign outside a low stone building 
  boasts that Imvesso, the greatest hypnotist in Khul, is performing for one night only 
  (probably because by tomorrow there might not be any people left to see the show). In 
  the corner of the city square, several blacksmiths are hammering away on suits of armour. 
  Will you:
  Go to a market stall?
  Turn to 311.
  Go watch the hypnotist's show?
  Turn to 321.
  Pay a visit to the blacksmiths?
  Turn to 249.
  Find a place to rest for the night?
  Turn to 153.
  193
  No sooner have you bested your adversaries than you turn to face your new foe: an orc 
  chieftain wielding a mighty two-handed warhammer which he is smashing into the city's 
  defenders with great enthusiasm. Your body quivers with the rush of adrenalin as you 
  charge towards this fearsome opponent.
  ORC CHIEFTAIN Skill:9 Stamina:11
  If you win, turn to 325.
  194
  The woman leads you into a glade filled with flowers of all sorts and other women just 
  like her.
  ‘Sister dryads,’ she speaks in an almost musical voice. ‘I have found us a guard dog. Now 
  we have someone who can guard our flowers while we commune with the trees!’
  
  62
  The other dryads cheer and rush forward to rub your head. You want nothing else but to 
  serve these beautiful creatures and you spend the rest of your life in perfect happiness, 
  guarding the flowers of the lovely dryads.
  195
  Your sharp teeth sink into the fleshy tentacle. It releases the wolf from its grip and drops 
  him on the soft ground, before retreating back into the sinkhole. Quickly, you beckon the 
  pack to head further east before anything more untoward happens. Turn to 375.
  196
  Three of the arrows bury themselves into your shoulder (deduct 6 Stamina points). With a 
  barbaric howl, you tear the arrows from your body and cast them to the ground. Then 
  gripping your sword tightly in both hands, you charge towards your enemies - three 
  extremely startled swamp orcs - in a true berserker fury. They will pay with their audacity 
  with blood. Turn to 72 to fight the swamp orcs, but you may add one to your Attack 
  Strength in the battle due to the ferocity of your attack.
  197
  He lets out a womanly screech and disappears in a puff of smoke. You leave the clearing 
  by the southern trail as fast as your legs can carry you. Turn to 217.
  198
  ‘Captain!’ bellows Askalo furiously.
  The captain opens the double doors cautiously and peers in.
  ‘It appears this person has lied to you,’ Askalo continues. ‘Make sure I never set eyes on 
  this barbarian dog again.’
  Four burly soldiers pull you away. Once again you are stripped of your possessions and 
  thrown in a cell. This one is empty however and you never see another human face for 
  the rest of your life - which isn't very long anyway!
  199
  You take a deep breath to steady yourself and then urge your horse to race past the army 
  camp. There are cries of alarm as you race past the tents and several arrows are fired at 
  you: roll one die and deduct the result from your Stamina score. If you are still alive, you 
  ride your horse out into the open, but you hear sounds of pursuit behind you. You turn 
  your head to see three riders charging towards you. You shout encouragement to your 
  
  63
  horse, but their mounts are fresher than yours and they begin to close the gap. If you have 
  a sword, turn to 369. If not, turn to 100.
  200
  You just manage to reach the safety of the alleyway before the knights charge past and 
  nearly mow you down. One horse comes trotting past your hiding place, the rider 
  unaware that you are there. If you wish to leap onto the horse as it goes past, turn to 371. 
  If you would rather stay hidden, turn to 103.
  201
  Your arms shoot out to grab his foot, but will you be quick enough? Roll two dice. If the 
  total is less than your Skill score, turn to 9. Otherwise, turn to 366.
  202
  You smash your fist into his jaw doing 2 points of Stamina damage to him. He staggers 
  backwards slightly and his arm shoots forward as he seizes you by the throat, squeezing 
  hard. Deduct 1 Stamina point. His gnarled face bursts into a grin as he tightens his grip. 
  Will you try:
  Poking him in the eyes?                                                     
  Turn to 52.
  Hammering his arm to make him let go?
         
  Turn to 246.
  203
  ‘Curse you, stranger!’ cries the creature pathetically as you head back east (deduct 1 
  Luck point). Your head hung low, you follow the trail eastwards. Turn to 147.
  204
  You are waiting for what seems like hours but may in fact be minutes, when the trapdoor 
  above you is opened. You blink at the bright light which floods into the darkened pit and 
  look up at the smiling face of Poomchukker.
  ‘Well, my barbaric friend,’ he gloats. ‘We made quite a fool of ourselves, didn't we? I 
  give you an offer. Entertain my friends and I by battling wild beasts in my arena and I'll 
  give you the information you seek.’
  If you agree, turn to 114. If not, turn to 280.
  205
  The crowd cheer and you are led away with the three others who succeeded in hitting the 
  bull’s-eye. You are taken to the edge of the square where a tree holding a few apples 
  
  64
  stands.
  ‘The second round,’ continues the announcer, ‘is to shoot an apple from the tree with one 
  shot.’ 
  You are the first to take a shot and you take careful aim at the hanging apple. Roll two 
  dice. If the total is less than your Skill score, turn to 294. If not, turn to 394.
  206
  Suddenly, a massive wooden beam gives way above you and smashes onto your back, 
  knocking you to the floor. Deduct 3 Stamina points. If you are still alive, you struggle to 
  your feet and step back away from the nearby flames that threaten to lick your face. If 
  you wish to press on into the house to rescue the baby, turn to 165. If you think the 
  situation is getting too dangerous and you wish to retreat out of the front door, turn to 
  315.
  207
  The land begins to slope downwards and it soon becomes clear that the Master of Wolves 
  was not lying when he warned you that this way would take you to the swamp. Before 
  you stretches the foul mire, the heavy foliage of its sickly trees keeping it in an 
  impenetrable gloom. The ground beneath your feet is already becoming soft. As the sun 
  rises above the swamp, you contemplate whether it would be worth turning back, but you 
  dismiss the idea from your head. You are not some weak civilized fool who flees at the 
  first suggestion of trouble - you are a barbarian! Determined, you march into the swamp.
  The trees are thick and tangled and you have to work your way past them with care. Flies 
  buzz around your face and you swipe at them futilely with your hands. Once you step 
  into a sinkhole and only just save yourself from an ignominious death by pulling yourself 
  out with a strong vine. You lean back on a thick tree trunk and breathe heavily as the 
  sweat pours off you.
  Suddenly, you see an almost imperceptible movement to your right. You grip your sword 
  tightly in your hand, ready for whatever the creature is. Bursting through the foliage 
  comes the fanged face of a gigantic serpent. It moves towards you with great alacrity, 
  trying to crush you in its coils. You must fight it.
  GIANT SERPENT Skill:6 Stamina:7
  If you win, turn to 172.
  208
  As you are using this brief respite in the battle to help the wounded and shift some of the 
  debris created by the catapulted boulders, you espy Askalo Belgar, general of Ximoran's 
  
  65
  armies speaking to an officer below you. You cannot resist taking this opportunity to give 
  your advice.
  ‘General,’ you bellow. ‘You should strike now while they're trying to regroup. If we wait 
  in the city, they'll destroy us with their siege weapons.’
  Askalo looks up at you in utter outrage that you would give advice to one his status, but 
  his features soften as he thinks over what you've just said.
  ‘You are right, barbarian,’ he says. ‘You shall join us for this final charge.’
  You are provided with a horse and find yourself at the head of a column of cavalry. The 
  city gates swing slowly open . . . turn to 388.
  209
  The stream is deep and goes up to your chin, but you are a naturally strong swimmer and 
  you make it across without anything untoward happening. You follow the trail 
  southwards.
  As the ground gradually gets firmer and your surroundings more heavily forested, you 
  realize that you are approaching the clearing where the Master of Wolves has his hut. 
  Turn to 279.
  210
  You travel many miles to the west through rough scrubland before you find a part of the 
  river shallow enough for your horse to wade through. Once across, you urge your horse 
  in a south-easterly direction, hoping to rejoin the road.
  After about an hour, you gaze upon a sight that makes your heart freeze. Flying in the sky 
  a short distance to the north is a manticore - a vicious creature with the body of a lion, the 
  large leathery wings of a gigantic bat, the bearded face of an old man and a tail like a 
  scorpion's, which can fire poisonous spines. The creature has clearly seen you too as it is 
  flying straight towards you. If you wish to ride into battle against the nightmarish 
  monster, turn to 54. If you would rather flee to the south, turn to 374.
  211
  As you progress south, the trees begin to thin out. No longer is the sky hidden by their 
  thick canopy. You get the impression that you have reached the edge of the swamp and 
  you are proven correct as the last of the sickly trees gives way to rolling green hills. You 
  give a long sigh, thankful to be free of the dreadful swamp. Clearly a civilized adventurer 
  would never have found their way to freedom, but you - a barbarian - could find your 
  way out of any labyrinth. About a mile ahead of you, you can see the town of Fenmarge. 
  
  66
  There you should be able to find where Saul and the army are headed. Just as you are 
  about to set off, you notice a skeletal arm hanging out from a nearby bush. You walk over 
  to inspect it and see the skeleton of what must have been an explorer of the swamp. His 
  body has been picked clean by scavengers. His only possessions are a rusty sword and a 
  backpack. The sword is not worth taking, but if you require a backpack you can take this 
  one. It will allow you to carry provisions and other objects. Pleased that you did not 
  suffer the same fate as this unhappy traveller, you whistle cheerfully as you walk towards 
  the town.
  Upon arriving in the ramshackle town, you decide that your best source of information 
  would be the local tavern. You soon find a promising looking place in the centre of the 
  town. A badly weathered inn sign tells you the place is called The Three Bottles. You 
  push open the heavy oak and look around the tavern. It is still before noon and the 
  tavern's usual clientele have not yet flocked to it. A bored looking serving wench is 
  resting her head on the bar. A man wearing leather armour is seated at a wooden table at 
  the far end of the tavern. His head is drooped so you cannot see his face. It is possible he 
  is a member of your former army, but you cannot tell from here. Lastly, a short man with 
  a black beard sits supping his mead at a table at the centre of the tavern. He looks up at 
  you as you enter and then returns to concentrating on his drink. If you wish to talk to the 
  serving girl at the bar, turn to 71. If you would rather talk to the soldier in the corner, turn 
  to 83. If you think the bearded man might know something, turn to 215.
  212
  The Master of Wolves seems taken aback when you begin to walk away from him. 
  ‘That way will take you into the depths of Scorpion Swamp,’ he says. ‘I mean you no 
  harm. Come, follow me.’ 
  If you wish to change your mind and follow your rescuer, turn to 70. If you would rather 
  continue in the direction you were travelling in, turn to 207.
  213
  It is now getting late and after all your ordeals you could use a good sleep. If you have 
  two gold pieces, you can pay to stay at the inn if you wish (turn to 398). If you do not or 
  if you wish to save your money, you find a quiet spot in an alleyway and settle down to 
  sleep there. Turn to 303.
  
  67
  214
  ‘The Mistress of Birds seems to think that you may have something sinister in mind,’ you 
  reply cautiously.
  ‘Don't tell me you ran into her,’ he scoffs. ‘She and the other masters of the swamp are 
  meant to be my allies, but I would wager all of them would take any opportunity to 
  undermine my plans. Pay no attention to her.’ You nod slowly, not fully convinced.
  ‘At any rate,’ he says in a more  relaxed tone, ‘you intend to kill Saul anyway and I doubt 
  very much her advice is going to effect your goal.’ 
  You smile at him. ‘Very well,’ you say, shaking him firmly by the hand. ‘I'll do it.’ Turn 
  to 285.
  215
  The man seems unsurprised when you sit next to him.
  ‘What brings you here, stranger?’ he asks, taking another draught from his mead.
  ‘Vengeance!’ you declare, anger reflected in your eyes. You ask the man if he knows 
  where Saul and the army are headed. The man strokes his bearded chin as he considers 
  your question.
  ‘I know of someone who will definitely know,’ he says. ‘The sorcerer Poomchukker 
  knows all that happens in these parts. He lives in a large house at the end of the market -
  you can't miss it.’ You thank the man and stand up to leave, but he restrains you by 
  grabbing your arm.
  ‘Beware stranger,’ he says. ‘No-one gets anything for free from Poomchukker. It might 
  be an idea to find an alternative source of information.’ 
  Whenever you wish to leave the tavern and seek out Poomchukker, turn to 77. You can 
  do this now or stay a bit longer if you like. If you wish to talk to the barmaid, turn to 71. 
  If you would rather talk to the soldier sitting in the corner, turn to 83. If you have another 
  lead you wish to follow up, turn to the appropriate section.
  216
  You spend the next few months doing the bidding of your new master in the vile swamp. 
  As the most powerful and intelligent wolf in his service, you soon become the leader of 
  the pack. You know every inch of the swamp's trails and many of its dangers. You serve 
  your master faithfully and are never happier than when he congratulates you for a job 
  well done. You remember nothing of your former life.
  One day, the Master of Wolves gives you a new task - one that will test you more than 
  
  68
  any previous one you have been assigned to. The Master of Spiders, another wizard who 
  lives in the swamp and is a rival of your master, has gotten hold of a powerful orb of 
  destiny. Your master desires the orb and you are to lead a pack of five wolves to the 
  Master of Spider's clearing and steal the orb. You lead your pack away from the wooden 
  lodge he lives in and head eastward through the swamp.
  You haven't travelled far through the dank swamp when there is a frightened yelp from 
  behind you as a monstrous tentacle comes out of a sinkhole and wraps itself around the 
  smallest of the five wolves, raising him high into the air. You race towards the tentacle, 
  eager to rescue your comrade.
  TENTACLE Skill:8 Stamina:6
  Fight this battle normally, except when the tentacle has the higher Attack Strength do not 
  subtract any points from your Stamina score; the tentacle has merely avoided your blow. 
  If you defeat the tentacle in three attack rounds or less, turn to 195. Otherwise, turn to 95.
  217
  You emerge into a clearing with firmer ground. Several large flat stones are clustered 
  about it, but you are more interested in the hollow tree with a massive hole at the base 
  that stands in the centre of the clearing. You know from past experience that bears often 
  use the hollow tree as a den and to store honeycomb in. You could investigate the tree to 
  see if there is any honeycomb inside although the longer you stay here, the greater the 
  risk of running into bears. If you want to risk it, turn to 151. Otherwise, you leave by 
  following a trail that snakes through the swamp to the west. Turn to 330.
  218
  You guide your horse towards the sound of the laughter and are disgusted by what you 
  see. Two soldiers are standing in the village square killing any villagers who go near 
  them as they flee from their burning houses. The two soldiers are in bouts of laughter at 
  their sadistic little game. You cannot stand by and let this cruel sport happen. You charge 
  at the cowardly soldiers.
  FIRST SOLDIER Skill:9 Stamina:6
  SECOND SOLDIER Skill:8 Stamina:9
  Fight them one at a time. Since you are on horseback, you may add one to your Attack 
  Strength for this combat only. If you reduce the second soldier's Stamina to 3 or less 
  without killing him, you can choose to spare him by turning to 188. If you want to fight 
  on and win, or if you kill him before his Stamina falls to 3 or below, turn to 331.
  
  69
  219
  ‘Important information, eh?’ says the captain, stroking his chin. ‘And you can't tell me it 
  I suppose?’
  You reply that the information is very sensitive and only the council should hear it.
  He eyes you cautiously for a second, no doubt suspicious of your intentions. Finally he 
  agrees to let you see the council. Your possessions are returned to you and the captain 
  and two soldiers escort you to the illustrious palace in the centre of the city.
  You are led up a flight of stairs and are told to wait on a plush chair while the captain 
  disappears behind a pair of gilded double doors. A few minutes later, he returns.
  ‘Go on in,’ he says. ‘But make it good.’
  You open the double doors. Record the codeword 'inform' on your adventure sheet before 
  turning to 308.
  220
  ‘I can help you if you do something for me,’ he continues in a leisurely tone. ‘I have 
  many friends who are interested in sophisticated forms of entertainment. Specifically the 
  battling of wild animals in an arena. You look a strong individual. If you fight for me in 
  my personal arena, I will reveal to you Saul's plans.’ 
  If you agree to these terms, turn to 271. If not, there is nothing to do but leave. Turn to 
  382.
  221
  The fireball slams into you, consuming you with its sorcerous green fire. In a few 
  seconds all that is left of you are a few ashes on the ground.
  222
  Your horse falls under you and you land badly on the ground. Deduct 2 Stamina points. If 
  you are still alive, you find yourself grabbed by several rough hands and propped up 
  against an old pillar. Your sword lies mere inches away from your hand, but you know 
  that the second you try to reach it you will be run through by several eager swords.
  As it is, the soldiers seem unsure of what to do with you. A small weasly soldier says 
  they should just kill you and Saul will reward them, but a proud warrior with long fair 
  hair and an eye patch claims that the fact you are still alive proves you are a stronger 
  warrior than Saul and they should support you once more.
  Soon voices are raised in argument as two factions emerge in the soldiers and before long 
  
  70
  they are trading blows. Using this as a distraction, you grab your sword and leap to your 
  feet. You run over to where a horse is tethered, cut it loose and mount it and urge it 
  through the warring throng to the bridge. Test your Luck. If you are Lucky, turn to 245. If 
  you are Unlucky, turn to 253.
  223
  You bend down towards the fish and lick your lips in anticipation. But before you have 
  taken your first bite, an acorn bounces off your head. You turn round to see the little 
  dwarf has picked several acorns from the tree and is now pelting you with them. You 
  bark angrily at him, but he just continues his assault (deduct 1 Stamina point). You 
  decide the fish are not worth this aggravation and you prepare to wade across. Turn to 
  209.
  224
  As you are trying to lift him, he brings his elbow smashing into your face, forcing you to 
  let go. Deduct 2 Stamina points. As you are recovering, he brings his leg up to try and 
  kick you in the stomach. Desperately you try to stop him. Roll two dice. If the total is less 
  than your Skill score, turn to 106. If it is equal to or greater, turn to 31.
  225
  You hurry from your sleeping quarters, eager to join the squadron you have been 
  assigned to. If you have the codeword 'sword', turn to 75. If you have the codeword 
  'shoot', turn to 352.
  226
  The scorpions make no bid to chase you along the trail and you slow your pace down. 
  After travelling westwards for but a few minutes, you emerge into a clearing that seems 
  out of place in the foul swamp. The ground is firm, the grass green and lush. The clearing 
  is ringed with old oak trees and there are fewer insects. The clearing is not uninhabited 
  however. A man with tousled blond hair and piercing blue eyes watches you warily. He is 
  clad in forest green clothing and is fingering the hilt of his sword in anticipation: he is a 
  ranger. The rangers who serve Scorpion Swamp are no friends of your master and are 
  therefore suspicious of all wolves. 
  Will you:
  Attack him?
  Turn to 368.
  Try to communicate with him?
  Turn to 110.
  Try to walk past him and leave the clearing?
  Turn to 19.
  227
  You sneak around the two fighters, who are too rapt in their sword practice to notice you. 
  
  71
  Three trails lead on from this clearing. The northern one will take you further from the 
  Master of Wolves' home so you ignore it. You may head east, providing you did not 
  come from that direction (turn to 16), or you may head west (turn to 367).
  228
  You are just about to grab him round the neck when, without turning his head, Caius 
  stabs at you with a dagger which plunges into your chest. Lose 2 Stamina points. Caius 
  then leaps to his feet and draws his sword.
  ‘Time to die again, spectre!’ he cries. You have just enough time to draw your own sword 
  before he is upon you.
  CAIUS Skill:9 Stamina:11
  If you reduce him to 3 Stamina points or less, turn to 370.
  229
  You pant from the exertion of your battle. The wild boar lies dead at your feet. Looking 
  around the arena, you think it would be possible to leap out and try to escape. If you want 
  to risk it, turn to 390. If you would rather bide your time and wait for a better chance to 
  escape, turn to 87.
  230
  The Master looks annoyed that you returned with neither the orb of destiny nor the rest of 
  your pack.
  ‘Perhaps I was wrong about you,’ he grumbles. ‘Fenris may be more suited to your 
  position as leader.’
  Fenris gives you a superior look and you snarl in response. You vow to yourself that you 
  will find a way to prove that you are a better choice for pack leader. Turn to 93.
  231
  The wolf you saved from the tentacle leaps into the path of the fireball and is consumed 
  by the sorcerous green fire. The Master of Spiders curses and begins to conjure another 
  fireball. Not wanting the unfortunate wolf's sacrifice to be in vain, you pluck the orb from 
  its pedestal with your teeth and race back south to join the remaining wolves. Turn to 
  128.
  232
  
  72
  You rush back west. No bears seem to want to chase you - no doubt they think protecting 
  their territory from further intrusion is more important. You soon return to the clearing 
  where you fought the swamp orcs and this time you take the southern trail. Turn to 211.
  233
  Although casualties are high, your squadron manage to battle the orcs off, the heavy gates 
  closing quickly behind you as you return to the city. The orcs will not give up so easily 
  though. Turn to 61.
  234
  Caius was always fleet of foot and manages to lose you in the networks of alleyways that 
  make up the edge of town. Deduct 1 Luck point. Cursing, you make your way back to the 
  centre of town. Turn to 318.
  235
  There just aren't enough archers to shoot down all the orcs. The gates buckle and groan 
  before the battering ram blasts them open. The orcs pour into the city, some of them 
  climbing up the battlements. You discard your bow and draw your sword to fight off two 
  of them.
  FIRST ORC Skill:7 Stamina:7
  SECOND ORC Skill:8 Stamina:6
  Fight them one at a time. If you win, turn to 262.
  236
  The commanding officer has been informed of the orcs in hiding ready to ambush the 
  soldiers of Ximoran. He motions for the squadron to fall back to the city. As you retreat, 
  you witness the brigade of orcs break free from the nearby trees they were hiding in and 
  charge towards you, cutting down any of their fleeing allies who get in the way. Before 
  they can reach your squadron however, you all manage to get back inside the safety of 
  the city walls and the heavy gates are closed behind you. Turn to 61.
  237
  
  73
  You and six others announce you want to enter. There is a cheer from the crowd and the 
  announcer ushers you forward. You are told that the contest consists of three rounds. The 
  first requires you to hit the bull’s-eye of the target. You each get five shots. You are the 
  fourth person to take a turn. So far, two of the other contestants have managed it, another 
  has failed and is out of the competition. You ready your bow and take aim. Roll two dice. 
  If the two numbers match, you have hit the bull’s-eye. If not, you may try again up to 
  four times. If you manage to hit the bull’s-eye in five tries, turn to 205. If not, turn to 252.
  238
  Before you can finish off the chieftain, you are set upon by half a dozen orcs who tear 
  you to pieces for daring to attack their leader.
  239
  You blink in the bright morning sunlight and see some sort of commotion is taking place. 
  An archery competition is about to begin and a man with a pencil-thin moustache is 
  inviting anyone with a bow to take part. If you have a bow and wish to enter, turn to 237. 
  If you do not, you may either watch the contest (turn to 260) or ignore it completely and 
  see what the market has to offer (turn to 160).
  240
  You concentrate on the bird's squawks and gyrations and it reminds you somewhat of the 
  methods you use to communicate with your fellow wolves. You think you can sense a 
  pattern in it and can get the gist of what it is trying to tell you. Turn to 274.
  241
  Suddenly an arrow whistles through the air straight into your opponent's neck. He topples 
  backwards out of his saddle. Another arrow flies into one of your pursuers' horses which 
  tumbles to the ground, crushing its rider. The third pursuer decides you are not worth the 
  danger and rides back to the camp. The arrows came from the city walls and as you look 
  up, you see several archers have their bows trained on you. They do not fire however -
  they have observed you fighting your pursuers and therefore know you to be no friend to 
  the army. A small door in the main gate is opened for you. You dismount and lead your 
  horse through it. Turn to 357.
  242
  The orcs look at one another, unsure of how to deal with you. Finally one of them steps 
  forward.
  ‘You must leave our swamp,’ he says. ‘Take the trail south and do not return.’ 
  Having no wish to return to this godforsaken place anyway, you nod to the orcs and 
  
  74
  follow the trail south. Turn to 211.
  243
  You manage to keep up with the little man and are almost upon him when he runs 
  straight into a dead end. The thief spins round to face you. His hood has slumped back to 
  reveal the curly haired head of a hobbit. The thieving hobbit draws a dagger from the 
  folds of his cloak - he is prepared to fight to the last.
  HOBBIT Skill:5 Stamina:5
  If you win, turn to 80.
  244
  With a roar you rush towards the sorcerer, but when you are almost upon him the floor 
  gives way beneath you. You fall down a dark pit and hit the hard ground with a thump. 
  Deduct 3 Stamina points. Above you, you hear the trapdoor closing and you watch as it 
  shuts away the only light source in the pit, shrouding you in complete blackness. Turn to 
  204.
  245
  You guide your horse among the feuding soldiers, most of whom have forgotten why 
  they are fighting in the first place and pay you no heed. One soldier who still has his wits 
  about him hurls a throwing axe at you, but the axe is parried away by a sword swipe from 
  the warrior with the eye patch. He winks at you with his good eye then returns to the fray, 
  his sword weaving in an arc of death. You spur your horse across the bridge and follow 
  the road south-west. Turn to 395.
  246
  You hammer his arm repeatedly with your fist, but his grip remains unshakeable. He 
  tightens his hold and you begin to cough up blood. Deduct 2 Stamina points. Finally he 
  loosens his grip and throws you to the ground. You barely have a second to recover 
  before he raises his foot to stamp on your head. Will you:
  Try to grab his foot before he can do so?
  Turn to 201.
  Try to sweep his other leg from under him with your leg?
  Turn to 281.
  247
  These two soldiers may now be dead, but you can hear many more making their way 
  towards you. Quickly, you run to your horse, untie and then leap into the saddle. You 
  must get to Ximoran before you are surrounded. Turn to 199.
  
  75
  248
  With panther-like movements, you stalk towards your former sub-ordinate. Test your 
  Luck. If you are Lucky, turn to 344. If you are Unlucky, turn to 228.
  249
  You approach one blacksmith who does not seem to be as busy as the rest. You ask him 
  if he can sharpen your sword for you. He replies that he has a heavy workload to get 
  through, but he can do it for the right price: fifteen gold pieces!
  If you are not willing to, or cannot afford to pay this extreme price, you take your leave 
  of the blacksmith (return to 192 and choose again).
  If you wish to pay for this service, cross off fifteen gold pieces. The blacksmith takes the 
  sword and, after a couple of minutes of frantic work, he passes it back to you. You can 
  now add one point to your Attack Strength in battle when using this sword. You thank the 
  blacksmith and take your leave of him. Return to 192.
  250
  In the late evening, you round a hill to your right and come in sight of your destination: 
  Ximoran! The great walled city, capital of the Ximoran Protectorate which replaced the 
  Kingdom of Klarash after the fall of the monarchy. The wise Council of Seven is said to 
  rule this city fairly if strictly, but that rule could soon be coming to an end: Between the 
  city and yourself is the camp of Saul's army. Hundreds of pitched tents and wagons hold 
  weapons to kill and men eager to do so. Ximoran will need to put up a spirited defence 
  indeed to save itself. Two options present themselves to you if you are going to defeat 
  Saul. You could try to sneak into the camp and battle him there, but that would be very 
  risky. Or you could try to enter the city and offer your aid in its defence and therefore 
  give yourself an opportunity to engage Saul when he tries to take the city. If you want to 
  try sneaking into the camp, either to kill Saul or to spy on the enemy army, turn to 131. If 
  you would rather skirt the camp and ride for the city before you are spotted, turn to 199.
  251
  On seeing you dispatch his lackeys, Caius tightens his hold on the barmaid and he drags 
  her towards the back exit of the tavern. You start to move towards them, but he yells at 
  you to stay where you are.
  ‘You might have come back from the dead, barbarian, but I doubt she will,’ he laughs.
  This is a dangerous situation. If you panic him, Caius might just slit the girl's throat, but 
  if you let him escape out the back, he may choose to kill her anyway once a safe distance 
  
  76
  from the town. Will you:
  Try to close in on him and his hostage?
  Turn to 98.
  Stay where you are and let him move closer to the exit?
  Turn to 162.
  252
  You fail to hit the bull’s-eye and the announcer proclaims you out of the competition. 
  You cannot be bothered watching to see the outcome of the contest and so you decide to 
  make your way to the market stalls. Turn to 160.
  253
  You guide your horse among the feuding soldiers, most of whom have forgotten why 
  they are fighting in the first place and pay you no heed. One soldier who still has his wits 
  about him hurls a throwing axe at you. You try to dodge, but it strikes you hard on the 
  head and you topple from the saddle. As you struggle to get to your feet, the short soldier 
  who advised killing you rushes over and brings his sword down into your chest. Your 
  adventure ends here.
  254
  You are led into a dusty room. A wooden desk covered in papers occupies most of the 
  room and sitting at it is a man with a bald head and sour expression. This must be the 
  captain of the guard. He looks up as you enter.
  ‘What brings you to this city in these dark days, barbarian?’ he asks in a gruff voice.
  How will you reply? Will you:
  Say you have important information that the council must be made
  aware of?
  Turn to 219.
  Volunteer to join the city's defenders?
  Turn to 125.
  Demand to be taken to the council immediately?
  Turn to 11.
  255
  The minstrel stares at you without saying anything. You are about to leave him and ride 
  on down the highway when he says one word in a soft voice: 'woods'. You are not sure 
  what he means by this, but you mutter your thanks anyway and continue to ride along 
  through the rain. A few seconds later, you turn round to look back at the minstrel . . . but 
  he has vanished into thin air! You shudder and kick the flanks of your horse hard, eager 
  to be away from this place. Turn to 129.
  256
  
  77
  Your aim is true and your arrow flies into his neck. He gargles in pain, clutching 
  desperately at the arrow, and then topples back, never to rise again. Gain 1 Luck point. 
  You return to firing at the climbers and in the end they back away from the walls. The 
  gates are flung open as the infantry charges into them and sends them fleeing.
  Just then, a brigade of orcs burst from their hiding place in the trees and charge towards 
  the city, cutting through their fleeing allies to get there. The city gates are closed in the 
  nick of time, but the orcs are not going to give up so easily. Turn to 384.
  257
  You are given a large meal of roast duck which you devour greedily (restore up to 4 lost 
  Stamina points). When you have finished your meal, you are about to stand up and go to 
  bed when a gaudily dressed figure sits next to you.
  ‘I say,’ he remarks in a voice gushing with enthusiasm, ‘a barbarian! How quaint. My 
  name is Lord Lysandros by the way. Doubtless you've heard of me. I'm sure you savages 
  delight yourselves with tales of my illustrious deeds. Let me assure you - I am equal to 
  the legend. Why, I remember this one time Gravy - that's my little nickname for Lord 
  Gravesdane; a capital fellow, if not quite as glorious an individual as myself. But then, 
  who is? Anyway, where was I? Ah yes, Gravy and I were hunting a wild boar - vicious 
  little things, don't you know - and Gravy fell off his horse and broke his leg. It looked 
  shocking. A man of weaker constitution than myself would surely have fainted at the 
  sight of it. Anyway, he wasn't able to ride his horse back to his castle and he needed help. 
  With great generosity, I commanded my serf Kubhla - a huge man from Kazan, nearly as 
  barbaric as yourself - to carry Gravy home. Gravy's father heralded me as a hero! But all 
  this talk is making me thirsty. Would you care for a drink, my barbaric chum? I doubt 
  they sell mead in the skulls of defeated enemies as you're no doubt accustomed to, but 
  I've heard they do an excellent red wine.’
  If you wish to accept this offer of a drink, turn to 349. If you would rather excuse 
  yourself and stagger off to bed, turn to 278.
  258
  The man throws down his hatchet and drops to his knees, raising his hands in surrender. 
  He says that you can take any horse you wish. You nod and make your way to the horses. 
  You select a particularly powerful looking stallion, mount up and ride southwards at a 
  swift pace.
  Part of you cannot help but feel bad about taking advantage of the poor rancher (deduct 1 
  Luck point). Perhaps you have been spending too much time around civilized folk? You 
  push it from your mind and concentrate on your journey south. Turn to 143.
  
  78
  259
  You race down the trail, leaping over the marshy ground that appears sporadically along 
  the path. Eventually you take a glance behind you and are relieved that the scorpions are 
  not pursuing you. Taking a deep breath, you continue to follow the path at a more 
  dignified pace. Turn to 307.
  260
  If you wish, you may place a bet on the outcome of the contest. There are six entrants. 
  Choose a number between 1 and 6 and decide how many gold pieces you wish to bet on 
  that person. Then roll a die. If you roll the same number you picked, you win four times 
  your stake. If not, you lose your stake. Once the contest is over, you make you way to the 
  market stalls. Turn to 160.
  261
  The ram is defeated and the orcs let out a cheer. It is clear that they will keep throwing 
  wild beasts at you until you die. You must try and escape now. Turn to 390.
  262
  Although they manage to kill many, the orcs are subdued by the well-trained city 
  infantry. Soon all are either driven out or killed and several soldiers shove the gates 
  closed as best they can. Turn to 208.
  263
  The ground gets firmer as you head east. Finally you arrive at a clearing. Several large, 
  flat stones lie about the clearing and in the centre of the clearing is a large tree. It is 
  clearly hollow as you can see a gaping hole at the base. You are just deciding whether to 
  look inside this hole, when you hear a growl to your left. A large brown bear comes out 
  of the trees. You have invaded its territory and it is going to make you pay.
  BEAR Skill:9 Stamina:8
  If you Escape, turn to 232. If you kill the bear, you barely have time to recover before the 
  another bear comes bounding out of the foliage to avenge her mate.
  FEMALE BEAR Skill: 8 Stamina: 8
  
  79
  If you Escape, turn to 232. If you fight on and win, turn to 76.
  264
  You have no time to celebrate however. The first wave of attacking soldiers has used the 
  distraction of the birdmen assault to reach the city walls and is now hurriedly trying to 
  climb them with siege ladders and ropes and grapples. You and your fellow archers rain 
  arrows down upon them. Roll two dice. If the total is less than your Skill score, you have 
  shot and killed one of the soldiers clambering towards you. Otherwise you have missed. 
  Repeat the procedure nine times. If you manage to kill six or more, turn to 347. If you kill 
  only five or less, turn to 43.
  265
  A vicious squad of birdmen fly over the wall. They let fly with barbed arrows and throw 
  bags of exploding powder at the city's defenders. The archers on the battlements are hard 
  pressed to shoot down these fast moving enemies and many are felled by the cruel arrows 
  of these foul creatures. What's worse is that the birdmen are now dropping their 
  exploding powder on the infantry stationed by the gates. One bag falls in the middle of 
  your squadron sending several members of it, including yourself, flying (deduct 5 
  Stamina points). If you are still alive, you rise to your feet and dust yourself off. Other 
  members of your squadron are not so lucky: all around you are dead soldiers. Your 
  commanding officer keeps a cool head however and rallies you back together. Soon the 
  archers on the battlements succeed in chasing the birdmen off. Turn to 292.
  266
  The little man whimpers in alarm as you thunder towards him and he ducks into an 
  alleyway hoping to give you the slip. Roll two dice. If you roll less than your Skill score, 
  turn to 243. If you roll equal to or greater than your Skill score, turn to 391.
  267
  You greedily devour the body of the fallen ranger (restore up to 4 lost Stamina points). 
  Once you have had your fill, you decide to head south as the northern route will take you 
  back towards the Foulbrood River. Turn to 45.
  268
  You ride your horse through the gorge, desperately hoping it will grow narrower so that 
  the manticore will not be able to get at you. You turn a corner to face the sight you were 
  dreading: the path you have been following leads up out of the protection of the gorge 
  and into the open. You shout words of encouragement to your steed and race out onto the 
  open ground. You dare not look back as you hear the flapping of the manticore's wings 
  just behind you and feel its hot breath on your back. Suddenly, your shoulders are 
  
  80
  grasped by two strong paws. The manticore hoists you out of your saddle and carries you 
  into the air. It flies a short distance ahead and then releases you. You plummet towards 
  the hard scrubland. Roll a die. If you roll a one, turn to 373. If you roll anything else, turn 
  to 57.
  269
  The doragors grab you roughly with their calloused hands and march you across the 
  market square to the town jail. People stop and stare at the odd sight of six monsters 
  marching a barbarian into jail and it makes your blood boil to hear their titters. The jailor 
  allows the doragors to put you in a cell, but keeps his distance from these temperamental 
  creatures. You are given a meal of stew and some comfy straw to sleep on, so all in all it 
  could be worse. Restore up to 2 lost Stamina points.
  The next morning you are released and your sword and backpack are returned to you. 
  Any gold you had however, is taken by the jailor to pay for your expenses. Stretching 
  your stiff muscles, you exit the jail and enter the town. Turn to 239.
  270
  You are almost upon him when he stumbles on a cobblestone and struggles to regain his 
  footing. Before he can do so, you leap on his back and bring his head down on the hard 
  cobblestones. You stand up and gaze down at his still form. At first you are worried that 
  you may have killed him, but then you notice he is breathing shallowly. With a prod of 
  your booted foot you spin him round on to his back and leave your sword hovering over 
  his throat. His eyes blink open.
  ‘Well Caius, are you going to tell me where Saul is or not?’ you sneer. 
  In a slow voice, Caius tells you that Saul plans to lead the army against Ximoran, the 
  capital city of the kingdom. You start at this information - surely Saul doesn't have the 
  audacity to lead such a small army against a walled city like Ximoran. Record the 
  codeword 'grass' on your adventure sheet.
  ‘How did you survive the cross, barbarian?’ gurgles Caius.
  ‘Because I'm made of sterner stuff than you, Caius,’ you laugh before heading back 
  towards the centre of town. Turn to 318.
  271
  ‘Excellent,’ says the sorcerer. 
  He summons the goblin serving girl and tells her to return your sword to you. She does so 
  and then Poomchukker rises from his seat and pulls a book from a shelf. The book was 
  
  81
  clearly a disguised switch as a section of the bookcase slides back to reveal torchlit stone 
  steps leading downward. Poomchukker beckons you to follow him and you do so, 
  although you are still somewhat suspicious of the wizard. Eventually you emerge on to 
  the balcony of a stone arena. Poomchukker takes a gem from his pocket and points it at 
  you. There is a bright flash of light and suddenly you find yourself in the centre of the 
  arena.
  ‘You wait here,’ says the sorcerer. ‘I wish to fetch my friends.’ He then heads back up the 
  stone steps. You wait anxiously for his return. You cannot see any way of exiting the 
  arena and you doubt you could climb the smooth walls.
  About half an hour later, Poomchukker returns accompanied by a man and two women 
  much like himself: overweight and garishly dressed. They take their seats in the balcony 
  and Poomchukker claps his hands. A section of the arena wall slides open and a massive 
  rhinoceros charges through, steam billowing from its nostrils and its horn pointed at you.
  RHINOCEROS Skill:10 Stamina:11
  If you win, turn to 186.
  272
  You hunch your shoulders and growl at the Master. He looks alarmed and draws his 
  sword as Fenris growls back at you and bars your way. If you have the codeword 'frog' 
  recorded, turn to 387. Otherwise, turn to 354.
  273
  ‘As you wish,’ says the wizard. He claps his hands and the raised sword of the tree 
  swoops down towards you. It is the last thing you ever see.
  274
  From what you can make out, the bird seems to be squawking about your past and a 
  control which you need to fight off. You strain your mind, trying to think of your earlier 
  life. You cannot remember being a cub. You cannot even remember your life before three 
  months ago. You start to panic and bark loudly. If you have the codeword 'will' recorded, 
  turn to 314. Otherwise, turn to 340.
  275
  No sooner have you killed Caius than a heavy blow hits the back of your head and you 
  black out.
  You open your eyes to find yourself tied to a stake in the town square. You are 
  
  82
  surrounded by angry townspeople, most of whom are carrying large stones. The 
  murdered serving girl was the Mayor of Fenmarge's niece and the townspeople blame 
  you for her death. Realizing they plan to stone you as punishment, you struggle 
  desperately to free yourself from your bonds. You have made little progress when the 
  first stone smashes into your head and you lose consciousness, never to regain it.
  276
  While you bring down many of the birdmen, a few manage to slip past you and wound 
  you with their arrows and swords (deduct 4 Stamina points). But in the end, the birdmen 
  cannot continue their assault on such skilled marksmen and they flee into the distance. 
  Turn to 264.
  277
  Listening closely to the voices, you hear one of them asking how much he is being paid 
  while another assures him he will be well rewarded if he opens the gates as agreed. They 
  are plotting to open the city gates so the attacking army can pour into the city! Without 
  wasting a moment, you draw your sword and charge down the alley towards them. One is 
  a dwarf and the other is a man wearing the armour of the Ximoran infantry. They look 
  surprised to see you and draw their weapons. In this narrow alleyway you can fight them 
  one at a time.
  SOLDIER Skill:8 Stamina:5
  DWARF Skill:7 Stamina:7
  If you win, turn to 393.
  278
  The bed in your room is very comfortable and you soon drift off into a deep sleep . . . 
  . . . You see two wolves growling at each other. Finally one leaps at the other and tears 
  out its throat, silencing it forever. The victorious wolf has no time to celebrate however 
  before it is confronted by a much bigger wolf. The wolf growls at this newcomer, but the 
  new wolf merely barks once. The smaller wolf stops growling and begins wagging its tail 
  happily. The larger wolf then stalks off and the smaller one follows it obediently . . .
  . . . You are awakened by a cock crowing in the distance. You may restore up to 3 lost 
  Stamina points for your rest. Pushing the dream to the back of your mind, you leap out of 
  bed, already looking forward to the battle you know will come today. Turn to 225.
  279
  
  83
  You find the Master of Wolves leaning against the wall of his log cabin. A large black 
  wolf sits loyally by him. This wolf is called Fenris by the Master and he is second only to 
  you in terms of strength.
  The Master sees you return. 'You took your time', he says in his gruff voice. ‘I was 
  getting worried.’ He raises his hands and mumbles some words and you find yourself 
  instantly rejuvenated (restore your Stamina score to its Initial level).
  If you have the codeword 'mind' recorded on your adventure sheet, turn to 272. 
  Otherwise, turn to 176.
  280
  ‘Have it your way,’ the portly sorcerer rumbles. ‘You can stay here and rot.’ 
  With that, he closes the trapdoor, enclosing you in darkness once more. Only this time the 
  darkness will never end.
  281
  You quickly swing your leg in an arc and fiercely knock his leg out from under him. He 
  falls to the ground with a crash doing 2 Stamina points of damage to him. The crowd 
  applaud your resourcefulness as you scramble to your feet. The man-orc has also risen 
  and is circling you warily. Will you:
  Try a punch in the face? 
  Turn to 202.
  Try shoulder charging him?
  Turn to 97.
  Risk attempting to throw him?
  Turn to 168.
  282
  There is nothing you can do except mutter that you will avenge them. They nod at you, 
  but it is clear that they think you are just spouting empty promises. You urge your horse 
  along the highway south-east, disappointed that you could do nothing more. Deduct 1 
  Luck point and turn to 129.
  283
  You have decided you have wasted enough time in this clearing, when you hear a voice 
  crying out for you to wait. You turn round to see the head of the dead minstrel raised and 
  his eyes staring right at you! You draw your sword, wondering what black magic has 
  enabled the dead to speak. The minstrel, unfazed by your sword, begins to speak in a 
  chilling whisper:
  ‘In life I was known as Gerhardt. I was an accomplished lute player and was respected by 
  men and admired by women. I had arranged to meet one such woman in these woods. But 
  as I was waiting for her, I heard approaching voices and hid in the bushes. A group of 
  
  84
  men and a group of orcs met in the clearing and the orcs agreed to aid the men in a battle. 
  They will hide their forces until after the first assault and then attack. I was still hiding 
  when I got an uncontrollable urge to sneeze. I couldn't stop myself and I was discovered 
  and grabbed by many orcs who left me as you see me now. Please, noble warrior, give 
  me a proper burial.’
  You nod and the minstrel's corpse grows quiet and still once more. You cut him down 
  and bury him with reverence in the clearing.
  Before you leave, you search the orc corpses and find enough food for two provisions and 
  you may take one of the swords if you need one. Record the codeword 'ambush' before 
  turning to 37.
  284
  Your squadron is still celebrating its minor victory when a brigade of orcs break from 
  their hiding place in the nearby woods and charge towards you, cutting down any of their 
  fleeing allies who get in their way. Your commanding officer urges you to fall back to the 
  city, but the brigade of orcs fall upon the squadron before you can do so. You must fight 
  three orcs one at a time.
  FIRST ORC Skill:7 Stamina:5
  SECOND ORC Skill:8 Stamina:6
  THIRD ORC Skill:6 Stamina:7
  If you defeat the orcs, turn to 233.
  285
  The Master fits a sturdy backpack on your shoulders (this backpack contains enough 
  salted pork for five meals). The Master then leads you out of his home and you blink as 
  you emerge into the morning sunlight. 
  ‘Good luck, my friend,’ he says. ‘Take the trail east and then head south and that should 
  take you to the village of Fenmarge. They're a bunch of foolish yokels there, so you 
  should have no trouble finding out from them where Saul and the army are headed.’
  He then gives you a hearty slap on the back and re-enters his hut. You shake your head at 
  the circumstances that led you to have such an undesirable ally before leaving the 
  clearing via a trail heading east. Turn to 332.
  286
  Gain 1 Luck point for defeating this mighty opponent. You decide to sever the 
  manticore's head from its body and to store it in your backpack for safe-keeping: a grisly 
  trophy, but proof of a truly mighty deed.
  
  85
  Once you have taken a few seconds to get your breath back after your ordeal, you direct 
  your horse southwards, hoping to rejoin the road soon. Turn to 184.
  287
  As you progress south, you notice the small unhealthy-looking trees have several silky 
  strands attached to them. These webs get increasingly larger as you continue southwards -
  you are approaching the Master of Spiders' clearing.
  You reach the edge of the clearing and espy the Master sitting on his silver throne, 
  conversing with his arachnid minions. He certainly will not be pleased to see you again. 
  Crouching low, you stick to the edge of the clearing and creep southwards. Test your 
  Luck. If you are Lucky, turn to 185. If you are Unlucky, turn to 138.
  288
  Stealthily, you make your way to the edge of the camp without being seen. You are about 
  to progress further inwards when a squad of soldiers starts heading in your direction and 
  you have to duck behind a rack of weaponry to avoid being seen. You realize it would be 
  suicide to try exploring the camp and you decide to head back to the copse. You may take 
  a sword from the rack if you need one however before you take your leave. Once you 
  have crept back towards the copse, you untie your horse and remount. Turn to 199.
  289
  The chief yells for his subjects to protect him as you leap on him.
  SWAMP ORC CHIEF Skill:9 Stamina:8
  If you defeat him in six rounds or less, turn to 104. If he is still alive after six rounds, turn 
  to 238.
  290
  Your last blow knocks him off his feet and sends him rolling backwards . . . straight into 
  a muddy sinkhole. He desperately tries to pull himself out, but the pressure of the 
  sinkhole drags him down further and further until only his outstretched hand remains, 
  groping futilely at thin air until that too goes under.
  
  86
  ‘It is over,’ says a soft voice behind you. You turn round in alarm.
  Turn to 400.
  291
  The cave entrance is too narrow for the manticore to enter and you breathe a sigh of relief 
  as you see a dark tunnel leading from the cave.
  As you follow the tunnel, the ceiling begins to get lower and lower and you are forced to 
  dismount and to lead your horse by its reins. You are just guiding your steed around some 
  stalagmites when you see two emerald eyes staring at you from the darkness. You barely
  have time to draw your sword before you are accosted by a spindly creature covered in 
  grey fur with a long head and cat-like eyes. The creature is a N'yadach, a remnant of a 
  once powerful race that has now become feral. It wields a vicious spiked club and bares 
  its poisonous fangs at you.
  N'YADACH Skill:6 Stamina:8
  Because it is so dark in the cave, you must subtract one from your Attack Strength for 
  this combat only. If you win, turn to 350.
  292
  No sooner have the birdmen fled than you hear a great deal of action outside the walls. 
  Grappling hooks are thrown over the ramparts and siege ladders placed up against the 
  walls: the enemy soldiers have used the distraction of the birdmen to approach the city 
  walls! The archers do their best to shoot them down before they can pull themselves up, 
  but you stand ready in the off-chance that any find their way down to you. If you have the 
  codeword 'safe' recorded on your adventure sheet, turn to 66. If not, turn to 163.
  293
  While you get your breath back after that gruelling battle, you perceive that the city's 
  defenders are managing to put their superior numbers into effect and are prevailing 
  against the now leaderless knights. Soon the remaining knights are defeated and the city 
  gates are closed before any more can join the fray. You rejoin your squadron just as the 
  lookout on the battlements announces that a battalion of orcs has broken out of their 
  hiding place in the nearby woods and are advancing menacingly on the city. Turn to 61.
  294
  You and one other contestant succeed in shooting an apple from the tree. The crowd 
  applaud your marksmanship as the announcer leads you both to the final target. Both of 
  
  87
  you are told to halt fifty feet away from it and to fire simultaneously. Whomever gets the 
  nearest to the bull’s-eye wins. Sweat appears on your brow as you draw back your 
  bowstring to make the final shot of the contest. Roll two dice and add the total to your 
  Skill score. Then do the same for your opponent who has a Skill of 9. If your overall total 
  is equal to or higher than his, turn to 299. If it is lower, turn to 122.
  295
  The chainmail fits snugly and will protect you in future combats. While you are wearing 
  it, you may add one to your Attack Strength in battle. Pleased with your new armour, you 
  guide your horse out of the cavern and down a new tunnel. Turn to 130.
  296
  Your squadron ventures forth on to the battlefield, but does not move far enough away 
  from the open gates as to leave them exposed. You manage to cause some damage to the 
  enemy, but do not succeed in driving them off. Your commanding officer gives the signal 
  to return inside the walls and the great gates are closed behind you.
  Suddenly, there is a cry from a soldier on the battlements. A group or orcs that had been 
  hiding in the nearby woods have joined forces with the attacking horde. Their combined 
  forces will not be easy to beat. Record the codeword 'strong' on your adventure sheet 
  before turning to 61.
  297
  You are just recovering from the assault of the birdmen when a fresh emergency arrives. 
  The first wave of attacking soldiers has used the distraction of the birdmen assault to 
  reach the city walls and is now hurriedly trying to climb them with siege ladders and 
  ropes and grapples. You and your fellow archers rain arrows down upon them, but given 
  the losses you sustained against the birdmen, you will each have to take down many 
  soldiers indeed. Roll two dice. If the total is less than your Skill score, you have shot and 
  killed one of the soldiers clambering towards you. Otherwise you have missed. Repeat 
  the procedure nine times. If you manage to kill eight or more, turn to 347. If you kill only 
  seven or less, turn to 43.
  298
  Your arrow whizzes past his ear and before you can take another shot, he succeeds in 
  opening the gates. As they creak open, the attacking soldiers pour in. Most go for the 
  infantry waiting for them, but some race up to the battlements to attack the archers. You 
  try to shoot down as many as possible before they reach you. For each enemy soldier 
  listed below, roll one die. If you roll 4-6, you shoot the soldier and kill him, otherwise 
  you miss. You must then fight all the soldiers you missed one at a time.
  
  88
  FIRST SOLDIER Skill:7 Stamina:7
  SECOND SOLDIER Skill:8 Stamina:3
  THIRD SOLDIER Skill:7 Stamina:8
  FOURTH SOLDIER Skill:9 Stamina:5
  FIFTH SOLDIER Skill:8 Stamina:5
  SIXTH SOLDIER Skill:7 Stamina:6
  If you kill them all, turn to 88.
  299
  Both arrows fly into the target. From this distance they look equally close to the bull’s-
  eye. The announcer saunters over and measures the distances. He then declares you the 
  winner by the narrowest of margins. You are presented with your prize - twelve gold 
  pieces. You pocket them and then make your way past the cheering townspeople to the 
  market stalls. Turn to 160.
  300
  The decoy wolf has been killed and the Master of Spiders now turns his attention to you. 
  He raises his right hand and a green ball of fire forms in it before hurtling towards you. If 
  you have the codeword 'lost' recorded, turn to 221. Otherwise, turn to 231.
  301
  You dismount and pass the reins of your horse to a nearby villager to hold before 
  charging in the front door of the burning house. The inside is like a nightmare. Smoke is 
  in your eyes and flames leap up at you. All around you hear the groaning of timbers as 
  the fire ravages the house's infrastructure. You hear a baby crying from the back room 
  and stagger through the intense heat towards it. Test your Luck. If you are Lucky, turn to 
  165. If you are Unlucky, turn to 206.
  302
  The ranger can't understand what you are trying to tell him, but he senses that you need 
  his help and that you may be under some sort of enchantment. He takes an amulet from 
  around his neck and hangs it on your own. This amulet allows you to add one point to 
  your Attack Strength in all future battles. The ranger rubs your head and then leaves the 
  clearing heading north. You decide to take the southern trail as this is the quickest way to 
  the Master of Wolves' home. Turn to 45.
  303
  The night is cold and you get little sleep on the rough ground. Thankfully you are left 
  unmolested by the numerous cutpurses who dwell in Fenmarge - they know better than to 
  rouse a tired barbarian! The next morning you arise stiff and groggy. Deduct 1 Stamina 
  
  89
  point and turn to 239.
  304
  Your foot is mere inches from his face when his arm shoots out faster than you would 
  have thought possible for a creature of his size and he grabs your leg and flings you onto 
  your back. Deduct 2 Stamina points. You barely have a second to recover before he raises 
  his foot to stamp on your head. Will you:
  Try to grab his foot before he can do so?
  Turn to 201.
  Try to sweep his other leg from under him with your leg?
  Turn to 281.
  305
  The man-orc lifts his arm and calls out that he wants to surrender. The dwarf announces 
  that the fight is over and you are the winner. The crowd let out a cheer and you raise your 
  arms in triumph. The dwarf gives you a potion to drink and has someone patch up your 
  wounds. Restore 4 Stamina points. The dwarf offers you a choice of two prizes. You may 
  have either 8 gold pieces or a potion of strength. The potion can be used once to restore 
  your Stamina to its initial level. Once you have chosen your prize, you take your leave of 
  the arena with the crowd still chanting your name. Turn to 213.
  306
  The wolf the orc is riding suddenly rears up and throws its rider off. You quickly put the 
  orc to death while the wolf runs off into the distance. Gain 1 Luck point and turn to 33.
  307
  You emerge into a clearing where three trails meet. The trees here are decidedly odd 
  looking. They are small and greenish and their gnarled barks give the impression of faces 
  Branches resembling skeletal arms jut out from the sickly trunks. Oddly, some of them 
  even look like they are holding wooden swords. You sense a movement behind you and 
  spin round, sword in hand, only to see more of the trees. One of them looks like it has a 
  sinister grin, but it must be the morning light playing tricks on you. You decide you have 
  had enough of this spooky clearing and try to make your exit, but suddenly the trees all 
  turn towards you. This is not your imagination: the trees are really alive! With an 
  inhuman scream, the sword trees uproot themselves from the ground and charge at you. 
  Fight them all as one enemy.
  SWORD TREES Skill:9 Stamnia:12.
  Should the trees win two attack rounds in a row, turn immediately to 94. If you defeat 
  them without this happening, turn to 64.
  
  90
  308
  You enter a large, lavishly decorated room. Soldiers in plate armour line the walls and a 
  massive window gazes out on the majestic city. Between you and the window is a semi-
  circular table and seated around this table are the Council of Seven - the seven most 
  powerful people in the country. You know them from reputation and can now put names 
  to the faces. 
  Sitting leftmost is Kolgor Maxos; a man dressed in azure robes, with a long white beard 
  and holding an oaken staff. He is the chief wizard of the city and one of the most 
  powerful enchanters in these lands. Next to him is a fat middle-aged man with a grumpy 
  expression: Bloffor Tarnos, chief tax collector of Ximoran. On his left is the slender form 
  of Jalia Nillaire, high priestess of the city. Due to the religious nature of Ximoran, Jalia is 
  usually the most highly respected member of the council, but in the current state of 
  emergency, the man sitting to her left has eclipsed her influence: General Askalo Belgar, 
  in charge of the city's defence and leader of its armies. He is clad from head to toe in 
  chainmail and he strokes his blond beard thoughtfully as he glares at you with piercingly 
  blue eyes. Next to him is Howe Glockheed, a strong dwarf with a bright red beard. As 
  head of the conduct of trade for the city, he is an integral part of the council. On his left is 
  a tall, thin man with a shock of ginger hair: Fergam Moonshy, in charge of city 
  maintenance. Lastly is a small, jolly looking woman wearing a beret: Felicia Drinlass. As 
  head of the city's art patronage, she has little knowledge of warfare.
  All seven regard you silently for a moment before Fergam Moonshy asks you in a reedy 
  voice what news you bring them. What codewords do you have? If you have:
  'aerial'
  turn to 392.
  'coward'
  turn to 132.
  'ambush'
  turn to 107.
  None of the above
  turn to 51.
  309
  You race towards your opponent and then leap into the air sending your leg out in a 
  flying kick. But faster than you would have thought possible, the man-orc sidesteps to the 
  left and you fall to the ground painfully. Deduct 1 Stamina point. As you are 
  endeavouring to rise to your feet, the man-orc kicks you hard in the ribs. Deduct 2 more 
  Stamina points. As you double up in pain, you feel a hand grip round your throat and 
  your opponent hoists you up by your neck and squeezes tightly in an effort to choke you. 
  Will you:
  Try poking him in the eyes?
  Turn to 52.
  Try to hammer his arm away from your throat with your fist?
  Turn to 246.
  310
  You do not have to wait long before a soldier walks near your hiding place in the trees. 
  He is wearing a blue cloth tied round his arm and a heavy cloak with a hood. By his 
  delicate features, you judge him to be an elf. Once he is nearly upon you, you leap out at 
  
  91
  him and he hurriedly draws his sword to defend himself.
  ELF Skill:7 Stamina:7
  If you win, turn to 21.
  311
  You find a stall that has several articles you may be interested in. It is run by a greedy 
  little man named Zacchaeus who rubs his hands together eagerly as you peruse his goods. 
  The prices are listed below:
  Item
  To Buy
  To Sell        
  Provisions
  3 gold pieces per meal
                     -
  Potion of Skill
  12 gold pieces
                      3 gold pieces
  Potion of Strength
  12 gold pieces
                      3 gold pieces
  Potion of Fortune
  12 gold pieces
                      3 gold pieces
  Chainmail
                          30 gold pieces
                    10 gold pieces
  Soft Boots
               -
          2 gold pieces
  Sword
  -
          6 gold pieces
  Manticore Head
  -
         12 gold pieces
  You may not carry more than ten provisions. A potion of skill will restore any lost Skill 
  points. A potion of strength will restore any lost Stamina points. A potion of fortune will 
  allow you to increase your initial Luck score by 1 point and restore your current Luck to 
  this new initial score. These potions can only be used once each and the market only sells 
  one of each kind. The chainmail will allow you to add one to your Attack Strength in 
  battle. If you sell a suit of chainmail that you already have, remember that you can no 
  longer use its bonus. You cannot wear two coats of chainmail at the same time! You may 
  only sell your sword if you have another one spare. Once you have finished here, return 
  to 192 and choose again. 
  312
  You pick up your bow and return to aiding your fellow archers in shooting down the 
  climbers. The attackers back away and the gates are flung open as the infantry charges 
  into them and sends them fleeing.
  Just then, a brigade of orcs burst from their hiding place in the trees and charge towards 
  
  92
  the city, cutting through their fleeing allies to get there. The city gates are closed in the 
  nick of time, but the orcs are not going to give up so easily. Turn to 384.
  313
  The crossbow bolt thuds into your side (deduct 2 Stamina points). If you are still alive, 
  you manage to stay in your saddle and soon leave the enraged rancher behind, shaking his 
  fist in impotent rage. Turn to 143.
  314
  You concentrate and have a vague memory of a man with elaborately styled white hair 
  telling you how to increase your willpower. But why would he teach a wolf such a 
  secret? You try to recollect the technique he taught you and focus on your earlier life. 
  You feel something trying to hold you back, but with your technique you fight against it. 
  You begin to growl with the intense mental strain . . . and then something snaps. It all 
  comes flooding back to you. You were a human, turned into a wolf by the foul sorcerer 
  whom you have been forced to serve. But no longer! You give a deep growl. You may be 
  doomed to this bestial form for the rest of your life, but you will get your revenge on the 
  Master of Wolves. Record the codeword 'mind' on your adventure sheet and add 1 Luck 
  point. Sensing you have your memory back, the eagle seizes you in its talons and places 
  you at the foot of its great tree before returning to its nest. Turn to 134.
  315
  You leave the house and shake your head at the anxious mother. Distraught, she barges 
  past you into the house. A few seconds later, she crawls out of a window holding her 
  baby close to her chest. Then the whole building collapses. You cannot help but feel a bit 
  of a coward for giving up so easily. Deduct 1 Luck point. Retrieving your horse, you 
  remount and head in the direction of the raucous laughter. Turn to 218.
  316
  You trudge through the soft grass of the trail. This close to the Foulbrood River the 
  ground is very boggy indeed, but with careful footing, you traverse the trail without great 
  mishap.
  Eventually you arrive in a small clearing. Trails lead east and west, but that is not what is 
  occupying your attention. Dozens of tiny scorpions are swarming out of the reeds behind 
  you and you will be surrounded if you do not move quickly. Roll one die. If you roll 1-3, 
  you manage to slip past them and head west (turn to 226). If you roll 4-6, you are forced 
  to turn east (turn to 127). If you want, you can test your Luck. If you are Lucky, you may 
  choose which direction to head in. Otherwise, you must go by the roll of the die.
  317
  
  93
  Several hours of riding later you come across the ruins of Shakista, the old capital of 
  Klarash, before the death of King Orien and the formation of the Ximoran Protectorate 
  that resulted from his death. The formerly majestic city has little of its original splendour 
  left. Few buildings remain, most have either fallen into rubble of have caved in. Fallen 
  stone pillars litter the cobbled streets. The King's Highway continues through the ruins 
  and crosses the Catsblood River via a stone bridge. It is at this bridge you gaze upon the 
  sight you were looking for: the rear guard of Saul's army.
  There are about forty of them in all and none are paying much attention to the road and so 
  have not seen you yet. You decide not to tempt fate however and urge your horse behind 
  a crumbling stone wall. In order to get to Ximoran you must cross the river somehow. If 
  you do not wish to risk taking on the vanguard, you could head west into the wilderness 
  and look for a suitable place to ford the river downstream. Otherwise, there are a few 
  options open to you. The first is that you try to charge through them - a risky venture for 
  certain and not even worth contemplating if you do not have a sword. If you have a 
  longbow, you could try firing a few shots at them, hoping that when they scatter for cover 
  leaving a clear a way to the bridge. There is also the possibility that these soldiers may 
  still be loyal to you, in which case it might be worth riding up to them and greeting them. 
  Will you:
  Head west and try to cross downstream?
  Turn to 210.
  Charge into them (providing you have a sword)?
  Turn to 380.
  Try to pick a few of them off with your longbow (if you have one)?
       
  Turn to 
  169.
  Ride up to them and hail them?
  Turn to 8.
  318
  As you make your way through the market square, you notice a crowd forming in the 
  centre and you decide to investigate. A circle of crates has been arranged and on top of 
  one of them an excited dwarf is asking who would like to fight in his makeshift arena. If 
  you wish to enter and maybe gain whatever prize is being offered, turn to 396. If not, you 
  take your leave of the arena. Turn to 213.
  319
  You are just contemplating what to do next when you hear a scream from the inn. The 
  townspeople look around, stunned and unsure what to do, but you do not have this 
  cowardly caution of the civilized. You dash into the inn and see the cause of the 
  commotion. Caius is standing at the far end of the tavern holding the young serving 
  wench in front of him with a knife held to her throat! Three of his cronies stand around 
  him with their swords drawn.
  ‘I know who tipped you off about me, barbarian dog,’ Caius yells. ‘And once my boys 
  have killed you, I'm going to enjoy gutting this little minx.’
  The poor girl stares at you in panic as the three swordsmen advance on you. Fight all 
  
  94
  three at the same time.
  FIRST SWORDSMAN Skill:6 Stamina:6
  SECOND SWORDSMAN Skill:5 Stamina:8
  THIRD SWORDSMAN Skill:6 Stamina:5
  If you kill the first two swordsmen in ten attack rounds or less, turn to 20. If not, keep 
  fighting until you kill all three. Then turn to 251.
  320
  You wave your arms desperately and yell out that you mean them no harm. Three swamp 
  orcs step cautiously out from their hiding place, their bows ready to fire at you in  case of 
  treachery on your part. If you have a crescent mark on your shoulder, turn to 336. If not, 
  turn to 242.
  321
  As you approach the doorway of the stone building, a burly troll bars your way and 
  demands two gold pieces as an entry fee. If you can and wish to pay, cross off 2 gold 
  pieces and turn to 145. If you don't have the money or you think the hypnotist's show is 
  not really worth the expense, return to 192 and choose again.
  322
  You follow Poomchukker and Doctor Flaude into a room containing a mattress and a 
  bench covered with rather sharp and cruel-looking instruments. The doctor gives you a 
  small pill and tells you to lie down on the mattress. As you do so, you feel the pill doing 
  its work and you grow drowsy and your body becomes numb. Your last vision before 
  sleep hits you is that of Doctor Flaude advancing on you with a scalpel. Roll a die. If you 
  roll:
  1-3
  Turn to 141.
  4-6
  Turn to 187.
  323
  . . . You see two wolves growling at each other. Finally one leaps at the other and tears 
  out its throat, silencing it forever. The victorious wolf has no time to celebrate however 
  before it is confronted by a much bigger wolf. The wolf growls at this newcomer, but the 
  new wolf merely barks once. The smaller wolf stops growling and begins wagging its tail 
  happily. The larger wolf then stalks off and the smaller one follows it obediently . . .
  . . . You awaken with a start from your dream. You may restore up to 2 Stamina points 
  for your rest. You clamber out of your sleeping bed, knowing today battle will 
  commence. Turn to 225.
  
  95
  324
  At last you find an inn which does not have a "full" sign on the window. It is an upmarket 
  establishment called "The Gilded Fox" and will doubtless be very expensive. 
  You enter  the foyer and are greeted by a man with a pencil-thin moustache and a 
  haughty expression. When you ask him how much to stay for one night you start at his 
  reply: ten gold pieces! If you can and wish to pay this extreme price, turn to 257. If you 
  cannot or will not pay that much, you take your leave of the place. Turn to 91.
  325
  The orcs' morale crumbles at the loss of their chieftain. Many are cut down easily by the
  city's defenders and many more flee out of the city. The city gates are heaved shut after 
  them with a resounding thud. Turn to 341.
  326
  You have no time to waste. You leap into the saddle of your new horse and gallop out of 
  town onto the highway that leads south-east towards Ximoran. Dark storm clouds gather 
  as you leave Fenmarge and soon it begins to pour down with rain. A bad omen perhaps?
  You follow the road, looking for signs of the army's passing, but visibility is terrible 
  through the torrents of rain and the road is awash with water and mud. You doubt even 
  Saul himself could track in these conditions. Saul's tracking skills were always 
  superhuman. It is one of the reasons why he came to your attention.  You turn away from 
  such thoughts and concentrate on following the road through the sheets of rain. Roll one 
  die. If you roll:
  1-2
  Turn to 377.
  3-4
  Turn to 182.
  5-6
  Turn to 119.
  327
  One of the two swordsmen spots you out of the corner of his eye and yells to attract his 
  partner. Both turn to face you and run towards you, waving their swords frantically in the 
  air. Fight each in turn.
  FIRST SWORDSMAN Skill:7 Stamina:8
  SECOND SWORDSMAN Skill:8 Stamina:7
  If you win, turn to 337.
  328
  The trail south does not go far before you are faced with a wide, fast-flowing stream. It is 
  
  96
  too wide for even you to leap across, but it does not look too deep so you could probably 
  wade across it. You plunge one foot into it experimentally and find it is quite warm. You 
  wade out more confidently.
  You are half-way across the stream, when a large green beast burst from the water, its 
  fanged teeth reaching for your throat. You must fight the giant eel. Due to the 
  unsteadiness of your footing, you must subtract one point from your Attack Strength for 
  this fight only.
  GIANT EEL Skill:7 Stamina:7
  If you win, turn to 22.
  329
  Your squadron is completely overwhelmed. You try your best to shoot down the 
  birdmen, but there are so many and they move so fast. You take several hits from their 
  cruel barbed arrows before your squadron succeeds in chasing the birdmen off (deduct 6 
  Stamina points). Turn to 297.
  330
  The trail gets increasingly boggy as you head west and insects fly onto your body, 
  irritating your fur. The vegetation opens up to reveal a T-junction. Another trail leads to 
  the south, while the trail you are on continues west. But another creature lurks in the 
  clearing. It looks like a large fox, but its orange fur is flickering like fire. You have faced 
  such enemies before: it is a firefox. Whenever you win an attack round against the 
  firefox, its body will erupt into raging flames. It if wins the next attack round, it will burn 
  you for 5 points of Stamina damage. After that round it will fight on as normal, but if it is 
  hit again it will use its flame power again unless it is dead. Every time it uses its power it 
  will lose 1 Skill and 1 Stamina point. With a snarl, the firefox bounds towards you.
  FIREFOX Skill:7 Stamina:6
  If you win, you continue westwards and reach the Master of Wolves' clearing. Turn to 
  279.
  331
  Soon the villagers' bucket chain brings the fire under control. Not long after, the fire is 
  out, but the majority of the village is a smoking ruin. The villagers thank you for aiding 
  them, but they have nothing to give you in way of thanks. You are just about to leave 
  when the village headman stops you.
  ‘My thanks for your help, friend,’ he says. ‘A group of soldiers came to the village and 
  demanded we give them food and supplies. When we said we had none to spare, they set 
  
  97
  fire to a house and rode away - all except those two sadists you dealt with.’
  You reply that these men are planning to take Ximoran and you intend to stop them.
  The headman nods. ‘I expected as much,’ he says. ‘So I wrote this letter for you,’ he says, 
  passing you a scroll. ‘It is a letter of recommendation. Fergam Moonshy of the Council of 
  Seven in Ximoran is an old friend of mine. Show him this letter and the council will trust 
  you.’
  You thank the headman before leaving the village and continuing to ride south-west 
  towards Ximoran. Turn to 250.
  332
  The trees begin to get sparser and the ground gets more moist as you follow the trail east. 
  The morning sun warms you with its welcome heat, invigorating you after your ordeal 
  last night. 
  Your pleasant stroll is suddenly interrupted by several arrows flying out from behind 
  some boulders to your left. Test your Luck. If you are Lucky, turn to 120. If you are 
  Unlucky, turn to 196.
  333
  You feed on the bodies of the two swordsmen (regain up to 4 lost Stamina pints). Once 
  you have had your fill, you decide to take your leave of this clearing. Three trails lead 
  away from this clearing. The northern one will lead you further away from the Master of 
  Wolves' home so you ignore it. You may take the trail east, providing you did not come 
  from that direction (turn to 16) or you may turn west instead (turn to 367).
  334
  You raise your sword and roar at the oncoming knights in a brave, but incredibly foolish 
  act of defiance. The lance of the first knight thuds into your chest ands ends you toppling 
  to the ground. Before you can rise, your body is trampled into pulp by the hooves of 
  several horses.
  335
  You lift him above your head, your muscles straining to support his considerable weight. 
  With one colossal effort, you throw him to the ground where he collapses in a heap 
  groaning. You do 3 Stamina points of damage to him. Will you:
  Try to shoulder charge him as he's getting up?
  Turn to 97.
  
  98
  Try a flying kick to his face?
  Turn to 309.
  336
  The orcs notice the mark on your naked shoulder and begin conferring with each other in 
  a guttural language. You begin to get suspicious and contemplate attacking them when 
  one of them turns to you.
  ‘Human,’ he says, clearly finding the common tongue difficult to speak, ‘you wear the 
  sign of honour and are a friend to the swamp orcs.’ 
  With that, he walks forward and embraces you. Pleased as you are to avoid an 
  unnecessary fight, you don't particularly want a clammy, warty thing to have its arms 
  wrapped around you and you shrug it off.
  ‘Please, accept these gifts,’ he says. One of the swamp orcs passes you his longbow and a 
  quiver of arrows while another passes five gold pieces into your palm. You thank the 
  orcs, but they reply it is the least they could do.
  ‘Take the trail south from here,’ says one of them. ‘That will lead you out of the swamp.’ 
  You wave goodbye to the orcs and follow the trail south. Gain 1 Luck point, then turn to 
  211.
  337
  The two swordsmen lie dead on the marshy ground and the flies already begin to gather 
  round them. If you have the codeword 'mind' recorded, turn to 23. Otherwise, turn to 333.
  338
  ‘Or maybe you're not,’ he continues, stroking his chin. ‘I can see you want to be free of 
  the Master of Wolves, but the dryads are not a better alternative. They are not malicious 
  beings, but they are totally selfish and would use you for whatever purpose suited them. I 
  am the Master of Gardens by the way, and I have no love for the Master of Wolves. It 
  would please me greatly if one of his minions broke free. But the only way you can do 
  that is if you tackle him head on. I believe I can help you on that score.’
  He waves his hands mystically and you suddenly feel stronger. You may add one to your 
  Attack Strength for the next two battles you fight.
  
  99
  The Master of Gardens leads you out of the trees and back to the crossroads. You head 
  southwards to face your destiny. Turn to 149.
  339
  The knight tumbles forward, dragging his poor horse down with him. You see he has a 
  javelin strapped to his back. Thinking this might be useful, you cut it loose and grab it. 
  You then leave the alley via the entrance the knight used and emerge into the main street.
  You spot several knights cutting through defenders like butter and skewering them with 
  their wooden lances. One knight with a red plume on his helmet seems to be giving 
  orders to the others. If you could eliminate him perhaps the defenders could defeat the 
  rest. Raising your new javelin, you fling it with all your considerable strength at the 
  leader. Roll two dice. If the total is less than your Skill, turn to 155. If the total is equal to 
  your Skill or greater, turn to 348.
  340
  You rack your brain trying to concentrate on your past, but every time you try to think of 
  it, you see an image in your mind's eye of the Master of Wolves holding aloft his wolf 
  medallion. He is the only master you have ever known - what does it matter if you cannot 
  remember every detail of your life? The bird gives a mournful cry before seizing you 
  with its talons and placing you on the ground at the foot of the great tree before flying 
  back to its nest. Turn to 134.
  341
  As you use this slight respite in the battle to help the wounded, Askalo Belgar, general of 
  Ximoran's armies, rides up to speak with your commanding officer. You cannot resist 
  taking this opportunity to give your advice.
  ‘General,’ you bellow. 'You should strike now while they're trying to regroup. If we wait 
  in the city, they'll destroy us with their siege weapons.
  Askalo looks downwards in utter outrage that you would give advice to one his status, but 
  his features soften as he thinks over what you've just said.
  ‘You are right barbarian,’ he says. ‘You shall join us for this final charge.’
  You are provided with a horse and find yourself at the head of a column of cavalry. The 
  city gates swing slowly open . . . turn to 388.
  342
  
  100
  The trail emerges into a grassy clearing. Three pathways lead off into the swamp apart 
  from the one you came from. You are just considering which route to take when you hear 
  a scuttling noise coming from the far side of the clearing. Suddenly, hundreds of tiny 
  black scorpions pour out of the eastern trail. Quickly they cut off the route to the north. If 
  you want to head north or east, the only way would be to battle through this hoard of 
  venomous creatures. If you wish to attempt this, turn to 24. If you would rather flee down 
  the southern trail, turn to 259.
  343
  You follow the trail southwards and emerge into a clearing that is covered with stinking 
  pools of slime. The smell is atrocious and plays havoc with your sensitive nose. You are 
  eager to leave this place, but you see a huge piece of meat lying on the clearing floor. The 
  food looks delicious and you lick your lips greedily. If you wish to eat the meat, turn to 
  170. Otherwise, you decide to leave the clearing. Turn to 148.
  344
  You reach the chair and with cat-like reflexes you spring on Caius and grab him in a 
  vicious headlock.
  ‘Guess who?’ you growl down his ear. Caius tries to struggle, but you merely tighten 
  your grip.
  ‘You know I can strangle a bull with these arms,’ you say, ‘so you'd be no bother at all. 
  Tell me where Saul is headed and I'll let you keep your treacherous life.’ 
  Fighting for his breath, Caius tells you that Saul plans to lead his army against Ximoran, 
  the capital city of the kingdom. You release Caius and he collapses choking to the floor.
  ‘Farewell Caius,’ you say as you open the front door and head back to the centre of town. 
  You had not expected that Saul would have the audacity to attack a fortified city like 
  Ximoran. Perhaps he has made some allies? Record the codeword 'grass' on your 
  adventure sheet before turning to 318.
  345
  The eagle seizes you in its talons, but rather than try to squeeze the life out of you as you 
  feared, it lifts you high into the sky, above the foul marsh and its many insects. If you had 
  the orb of destiny, it falls from your mouth into the mire below. The eagle soars through 
  the air, beating its wings confidently. It takes you far to the north, across the Foulbrood 
  River which divides the swamp into north and south. Finally, you arrive at a clearing in 
  the canopy of sickly vegetation. A huge tree stands in the centre of the clearing and a 
  large nest is on top of it. The eagle drops you on the nest and alights in front of you. You 
  expect it to attack, but instead it starts making some chirping sounds mixed with sharp 
  cries. If you have the codeword 'parrot' recorded, turn to 161. Otherwise, turn to 18.
  
  101
  346
  The arrow flies harmlessly into the trunk of a nearby tree. The wolves advance on the 
  spot where it came from, but the stench of the swamp orc fades quickly. Clearly he 
  decided to make his escape before he was surrounded. Some of the wolves are eager to 
  give chase, but you silence their yelps with a harsh bark. You continue north. Turn to
  361.
  347
  Your excellent archery skills stop any pulling themselves onto the battlements to face 
  you. If you have the codeword 'safe', turn to 312. Otherwise, turn to 85.
  348
  The javelin glances off his plate armour. He turns to you and he motions for two knights 
  to join him as he charges towards you. You retreat back into the alley so that they can 
  only approach one at a time, but this will still be a tough fight.
  FIRST KNIGHT Skill:10 Stamina:8
  SECOND KNIGHT Skill:9 Stamina:12
  LEADER Skill:10 Stamina:7
  If you prevail against these overwhelming odds, turn to 293.
  349
  The red wine you are proffered in no way recompenses you for having to put up with this 
  tedious fop. He talks on and on about his various "ripping" adventures and repeatedly 
  refers to you as an "ignorant savage". Apparently he is the cousin of Feilicia Drinlass, 
  one of the members of the Council of Seven. He was paying "Felly", as he calls her, a 
  visit, when the army showed up and left him trapped in the city and forced to stay in a 
  "hovel" like this. Every time you try to excuse yourself, he interrupts you with some 
  mind-numbing anecdote. Finally you can take no more and you smash your fist into his 
  jaw, sending him tumbling out of his seat and landing on the floor unconscious. You 
  walk past the stunned patrons of the inn and stagger up to your bedchamber exhausted.
  You climb into bed, but get very little sleep before the cock crows, signifying morning. 
  Deduct 1 Stamina point before turning to 225.
  350
  You put your back to the rock and gaze to either side of you to check if there are any 
  more n'yadachs hiding in the darkness. Once you are satisfied that there are not, you 
  continue to lead your horse through the narrow tunnel.
  
  102
  Eventually, you emerge into a reasonably large cavern, the walls of which are covered in 
  some sort of phosphorous lichen so you can see properly. In one corner is a bed of straw -
  no doubt that of the n'yadach. You also find some dried meat which you can store in your 
  pack - enough for two meals. There is also a suit of chainmail armour propped against 
  one wall. Clearly the n'yadach had no use for it, but you might. If you wish to try it on, 
  turn to 295. If not, there is another tunnel extending out of the cavern and you guide your 
  horse in that direction. Turn to 130. 
  351
  The Master of Frogs shakes his head. ‘I guess you've more brawns than brains then,’ he 
  says. ‘Still at least that means you might not need my help.’
  With that he bounds past you, heading northwards. You shake your head and cross the 
  bridge to continue your journey south. Turn to 316.
  352
  You climb on to the battlements and join the rest of the Lion Squadron archers. Your 
  commanding officer, a lean elf with a no nonsense attitude, talks you through your duties.
  ‘As archers in a siege we have the most important role in battle. If we give any ground, 
  the enemy will overwhelm the walls. But we're not going to let that happen, are we?’
  There is a loud cheer in response to this, but you all turn silent as you gaze out at Saul's 
  army. It is laid out in successive waves, each looking stronger than the last. Several siege 
  leaders and grappling hooks are also in evidence. This will not be an easy battle.
  The tension is suddenly broken by a great flapping of wings as a battalion of monstrous 
  birdmen fly towards the city walls. Battle is to be joined sooner than expected. You all 
  draw your bowstrings and fire at the cloud of rapidly approaching birdmen. If you have 
  the codeword ‘arrow’ written on your adventure sheet, turn to 17. If not, turn to 38.
  353
  The crab grass is destroyed, but it will quickly regrow. Unfortunately, the other wolf is 
  dead. You shake your head and decide to leave the clearing. You ignore a trail heading 
  east as that will take you further away from the Master of Wolves' home. That leaves you 
  with the western trail, providing you did not come from that direction (turn to 45), and a 
  trail heading southwards (turn to 287).
  354
  You race towards Fenris and dive on him.
  
  103
  FENRIS Skill:9 Stamina:7
  If you win, you see that the Master of Wolves is spinning his sword in anticipation - the 
  sword is moving so fast it looks like a blur! The Master has cast a Weaponskill spell upon 
  himself and if he hits you at any time in the first three attack rounds, you will lose 3 
  Stamina points rather than the usual 2. After three rounds, the spell will have worn off 
  and he will fight on as normal.
  ‘Come on then!’ he yells.
  MASTER OF WOLVES Skill:11 Stamina:10
  If you reduce him to 2 Stamina points or less, turn to 290.
  355
  You stick your head through the foliage and find a nest swarming with angry hornets. 
  They fly towards you and try to sting you while you try to swat them with your paws. 
  Fight them as a single enemy.
  HORNETS Skill:11 Stamina:5
  If you wish to Escape, you may do so by turning to 152. If you fight on and win, turn to 
  65.
  356
  Doragors may be strong, but they are certainly not fast. You have no trouble in losing 
  them amongst the narrow streets. However, you cannot return to Poomchukker's home 
  now. If you have another lead you wish to follow, turn to the appropriate section. If not, 
  there is nothing to do but make your way back to the inn. Turn to 318.
  357
  You step through the door to find yourself confronted by several men-at-arms with their 
  swords held to your throat! One takes your horse's reins and pulls it away from you, 
  while another closes and bolts the door you came through. Finally, the sergeant-at-arms, a 
  man with a thin nose and a haughty expression, asks you your business here. If you have 
  a letter of recommendation for Fergam Moonshy, turn to 6. If not, turn to 40.
  358
  The other wolves flee to the cover of some bushes to your left. If you wish to join them, 
  turn to 25. Otherwise, turn to 345 to face the giant eagle.
  
  104
  359
  You knock loudly and grin as you hear shuffling inside as Caius goes to open the door. 
  He flings it open with a smile on his face, but the smile falls when he sees who it is.
  ‘Not quite the young punk you were expecting,’ you mock and raise your sword. Caius 
  only just manages to draw his sword in time to defend himself.
  CAIUS Skill:9 Stamina:11
  If you reduce his Stamina points to 3 or less, turn to 370.
  360
  ‘You're a very clever doggy, aren't you?’ says the Master of Frogs. ‘And such a clever 
  little pup can't go unrewarded. Very well. When you are face to face with your master, I 
  shall send you my aid.’
  With that, he bounds past you northwards. Record the codeword 'frog' on your adventure 
  sheet and restore 1 Luck point. You cross the bridge and follow the trail south, deeper 
  into the swamp. Turn to 316.
  361
  At last you reach the edge of the Master of Spiders' clearing. It is festooned with cobwebs 
  and crawling with spiders ranging from miniscule in size to enormous. The Master of 
  Spiders; a bald, evil looking man with a thick beard, sits on a silver throne, his eyes 
  closed in deep meditation, an ornate wand resting on his lap. In the far right hand corner 
  of the clearing is the orb of destiny, perched on a pedestal. You and your pack remain 
  unseen for the time being. How will you go about stealing the orb? 
  Will you:
  Send one wolf to attack the master while you use the distraction to 
  steal the orb?
  Turn to 50.
  Lead the whole pack into an attack on the Master?
  Turn to 5.
  Sneak in on your own?
  Turn to 84.
  362
  
  105
  Your soft paws make little noise on the soggy ground of the clearing and your fur blends 
  in nicely with the backdrop of the trees. You reach the pedestal, grip the orb in your teeth 
  and sneak back towards your fellow wolves. Turn to 128.
  363
  Before you can get to the pedestal, the Master of Spiders appears right in front of it and 
  then snatches the orb before disappearing again. Deduct 1 Luck point. With your head 
  hung low in failure you join the rest of the pack at the southern end of the clearing. Turn 
  to 128.
  364
  The door is answered by a sour-faced man dressed in furs and wearing a raccoon skin hat. 
  You tell him you are in desperate need of a horse. He looks you up and down critically 
  and then demands twenty-five gold pieces for one of his horses. If you can afford his 
  price and wish to buy a horse from him, cross off twenty-five gold pieces from your 
  adventure sheet and turn to 62. If you cannot or will not pay, the only alternative is to 
  attack the man. Turn to 154.
  365
  ‘Well if it isn't a little doggy,’ he teases as you approach him. ‘A servant of the Master of 
  Wolves, no doubt?’
  You growl at this and the Master raises his eyebrows in amusement.
  ‘Maybe you're not like the other doggies. Perhaps you have no fondness for my fellow 
  wizard after all?’
  You bark in the affirmative.
  He strokes his chin. ‘Wouldn't it be fun,’ he continues, ‘if that lupine loving fool was 
  turned on by one of his own doggies, eh? But are you up to the challenge, wolf? Perhaps 
  you might need some help.’
  He is silent for a few seconds as he muses on this.
  ‘Okay, I'll help you, doggy - if you can answer this question. I don't help random idiots 
  after all: A frog named Billabong sits at the edge of a pond. He leaps onto a lily pad ten 
  millimetres from the edge. Then he leaps to a second lily pad thirty millimetres from the 
  edge of the pond and then another sixty millimetres from the edge of the pond. In the end, 
  he reaches the last lily pad which is the eighth he has leapt to. How many millimetres 
  from the edge of the pool is this lily pad? You can write your answer on that clump of 
  mud in front of you.’
  
  106
  Do you know the answer? If so, turn to the reference with the same number as that of 
  your answer? If you cannot work it out, or guess wrongly, turn to 351. 
  366
  Your reactions are too slow and he brings his foot down hard on your head. Deduct 2 
  Stamina points. As he raises his foot to strike again, you decide to swipe his other leg 
  from under him. Turn to 281. 
  367
  The path dips lower as you enter a crossroads in the swamp. The grass is less soggy here 
  and the ground is firmer. The edges of the crossroads are heavily wooded. You are about 
  to leave when you see a beautiful creature beckoning you from the foliage. Her skin is 
  pale green and her long green hair cascades over her shoulders. She looks at you with her 
  doe-like eyes and motions for you to follow her off the trail and into the trees. If you 
  want to follow her, turn to 156. If you would rather try to leave the clearing, turn to 166.
  368
  The ranger seems unsurprised as you charge towards him and he draws his sword in a 
  swift fluid motion.
  RANGER Skill:10 Stamina:10
  If you win, turn to 13.
  369
  One rider spurts ahead of the other two and draws level with you. He raises his sword and 
  moves in close to attack you. You draw your own sword and try to defend yourself while 
  your horse still thunders towards the gates of Ximoran.
  RIDER Skill:9 Stamina:10
  If you are still alive after three attack rounds, turn to 241.
  370
  He throws his sword down and drops to his knees.
  ‘It's not fair!' he whines. ‘You're dead. How am I meant to kill someone who's already 
  dead?’ You grab him roughly by the shoulder and haul him to his feet.
  ‘I am as alive as you are fool,’ you growl. ‘But that may change if you don't tell me what 
  I want to know. Where is Saul headed?!’ 
  
  107
  This is too much for Caius and he confesses that Saul intends to lead the army against the 
  city of Ximoran, the kingdom's capital. Record the codeword 'grass'. You shake your 
  head at Saul's audacity. Surely he can't hope to take the walled city with such a meagre 
  force? Maybe he has made some allies. Happy with this information, you stroll out of the 
  front door leaving Caius blubbering on the floor. Turn to 318.
  371
  With truly amazing dexterity, you vault onto the back of the horse and land securely on 
  its rump. The amazed rider spins round and grabs your shoulders, attempting to push you 
  off. You shove back, gritting your teeth and straining your muscles.
  KNIGHT Skill:9 Stamina:0
  Conduct this battle normally except do not subtract Stamina from the loser of each round. 
  Instead, after someone wins an attack round, roll two dice. If a double is rolled, the victor 
  has pushed the loser off the horse. If not, the fight continues. If you manage to push the 
  knight off his mount, turn to 181. If he is the one who pushes you off, turn to 144.
  372
  The parrot continues to fly from tree to tree, never letting you fall too far behind. You 
  notice the foliage is becoming more tropical; most unusual for this climate. Soon the trees 
  thin out and you emerge at a grassy clearing where you behold an extraordinary sight. 
  Surrounded by birds of all kinds, from brightly coloured macaws and resplendent 
  peacocks to more humble birds such as pigeons and crows, is a beautiful woman seated 
  on a pedestal. She is clothed in a white silken gown and her long brown hair falls over 
  ivory shoulders. 
  ‘Welcome to my home, barbarian,’ she says with a warm smile. You are speechless and 
  stand with your mouth agape. ‘I am the Mistress of Birds,’ she continues. ‘I believe you
  have already met my supposed ally, the Master of Wolves. He has plans for you and no 
  good will come of them. Whatever he asks of you, do not do it if you value your life.’
  ‘I will make my own decisions on what I do and do not do,’ you reply, angry at being 
  ordered about by this woman.
  ‘Then you are a fool,’ she says, shaking her beautiful head sadly. ‘At any rate you will 
  not survive long in the swamp in the condition you are in. Let me aid you.’ So saying, she 
  raises her arms skyward and calls out several words in an unfamiliar language. You feel a 
  tingling and watch in amazement as the wounds there have also healed (restore your 2 
  lost Skill points and gain the codeword 'parrot').
  ‘There,’ says the Mistress, the smile returning to her face. ‘I have also given you the gift 
  to understand the words of birds. Perhaps their advice will steer you away from this path 
  
  108
  of folly. Take the trail to the south. It will lead you out of the swamp, but beware the fear 
  flowers.’ 
  You mumble your thanks to the mysterious sorceress and follow the overgrown trail 
  south. Turn to 55.
  373
  You fall headfirst into some sharp rocks. Your brains are dashed out thus ending your 
  adventure and your life.
  374
  You spur your horse to go as fast as it can, but it needs no encouragement. It is just as 
  terrified of the fearsome manticore as you are. You look behind your shoulder and see the 
  creature is still far off, but it is gaining on you. You guide your horse down a rocky 
  gorge, hoping to lose the manticore there, but the creature is still following you. You spot 
  a cave entrance in the wall ahead of you. You could try hiding in there, but you may 
  leave yourself trapped and easy prey for the manticore. If you want to try it, turn to 291. 
  If you want to keep racing along the gorge, turn to 268.
  375
  You turn north towards the Master of Spiders' abode. The trees begin to get denser and 
  the drone of the many insects that call the swamp home increases. Your sensitive nose 
  picks up a repugnant stench - the unmistakable scent of a swamp orc. The other wolves 
  have noticed it too and begin growling softly. Suddenly, an arrow flies from the sickly 
  trees straight towards you. Test your Luck. If you are Lucky, turn to 346. If you are 
  Unlucky, turn to 191.
  376
  You mumble a half-hearted apology and Poomchukker smiles and sits down. 
  ‘Perhaps you're exactly what I'm looking for,’ he says mysteriously. Turn to 220.
  377
  To your surprise, through the sheets of rain you spot the shape of a man sitting by the 
  roadside dreamily playing a lute. On the ground in front of him is his hat left out for 
  passers-by to throw coins in, but despite the torrents of rain falling, there is no water 
  floating in the hat. There is something very wrong here. If you wish to race along the 
  highway and leave this strange minstrel to his musings, turn to 129. If you would rather 
  toss him a gold piece and ask if he saw the army pass by, turn to 255.
  
  109
  378
  You pull yourself through the window and furtively step down on to the carpeted floor. 
  You see Caius sitting on an armchair in the middle of the room. His back is turned to you 
  and his sword is by his side. If you wish to sneak up on him, turn to 248. If you would 
  rather announce yourself, turn to 44.
  379
  You have not been following the trail long when the way ahead is blocked by a fast 
  flowing stream. A dwarf with a thick black beard sits on the northern bank, fishing with a 
  wooden rod. Several fish are lying on the ground next to him - he is obviously having a 
  good day. As you pad across the soft trail, he turns round and looks at you in alarm 
  before scrambling up a tree as fast as his little legs can carry him, leaving his fish on the 
  ground behind him. They look delicious. If you want to eat them, turn to 223. Otherwise, 
  you prepare to wade across the stream. Turn to 209.
  380
  The soldiers suddenly become alert at the sound of your horse's hoofs thundering towards 
  them. They leap to their feet and prepare to bar your way. You draw your sword and yell 
  as you collide with them. You swing your weapon madly, trying to deflect their many 
  blows. Roll two dice and subtract the total from your Stamina score. If you rolled a 
  double one or double six, the blows have killed your horse (turn immediately to 222). 
  Otherwise, providing you are still alive, you manage to fight you way through the throng, 
  galloping across the bridge to safety. Turn to 395.
  381
  Knowing that a strong assault will send the enemy fleeing, your squadron throws caution 
  to the wind and charges into the ranks of the enemy, leaving the city gates open and 
  exposed. The gamble pays off however as the attackers put up minimal resistance before 
  turning tail and fleeing. Several of your squadron are intent on giving chase. If you have 
  the codeword 'ready', turn to 236. Otherwise, turn to 284.
  382
  You return to the foyer and the goblin girl hands you your sword back. You thank her and 
  then consider your next move. If you have another lead to follow up, turn to the 
  appropriate section. If not, you decide to call it a day and head back to the inn. Turn to 
  318.
  383
  You lick the hornets up with your tongue and crunch down on them. They taste horrible! 
  And to make matters worse, their stings dig into your tongue (deduct 1 Stamina point). 
  
  110
  You spit the hornets out and head south away from this clearing. Turn to 343.
  384
  The orcs wheel out several catapults from the trees and use these to fire boulders and 
  flaming pitch at the ramparts. There are screams all around you as archers are crushed or 
  set alight. As your squadron is distracted by these devastating weapons, the orcs advance 
  on the city gates with a massive battering ram. They pound into the great gates which 
  reverberate ominously. You and your fellow archers begin firing at the orcs and their 
  ram, but with the missiles still bombarding you, it seems an impossible task to stop them. 
  Test your Luck. If you are Lucky, turn to 26. If you are Unlucky, turn to 111.
  385
  You step on a twig and it snaps under your feet. A dwarf soldier looks up and asks what 
  you are doing skulking back there…then he sees your face and shouts a cry of alarm! 
  Suddenly the camp is in turmoil and you race back towards the copse through the 
  confusion. Two soldiers have their wits about them and manage to pursue you. You draw 
  your sword and turn to face them, knowing you must dispatch them quickly. One is a lean 
  half-elf and the other is a barrel-chested man.
  MAN Skill:8 Stamina:7
  HALF-ELF Skill:9 Stamina:6
  Fight them both together. If you defeat them in ten attack rounds or less, turn to 247. If 
  either of them is still alive after ten attack rounds, turn to 89.
  386
  You leave the unfortunate wolf to his fate and try to block out his desperate howls. Three 
  routes lead away from this clearing. You ignore the eastern one as it will take you further 
  away from the Master of Wolves' home. That leaves the western one, which you may 
  follow if you did not come from this direction (turn to 45) or another trail that heads 
  south (turn to 287).
  387
  Suddenly, a massive green frog the size of a cow bounds through the undergrowth and 
  
  111
  leaps on Fenris. Before the unfortunate wolf can struggle free, the monstrous amphibian 
  grabs him round the neck with his tongue and swallows him whole. He then springs back 
  into the undergrowth. You and the Master of Wolves both stare in stunned amazement for 
  a few seconds before turning to face each other once more.
  ‘Come on then!’ yells the Master, cutting a figure of eight in the air with his sword. You 
  snarl and charge towards him. At last you shall taste vengeance!
  MASTER OF WOLVES Skill:11 Stamina:10
  If you reduce him to 2 Stamina points or less, turn to 290.
  388
  ‘Charge!’ yells Askalo.
  As one, the cavalry move forward out of the city, thundering towards Saul's army. They 
  are dismayed to see the city's defenders taking the fight to them and scramble around in a 
  panic. The cavalry meet with the enemy with the clash of arms. You break free of the 
  front line, cutting down all those in your way in your eagerness to find Saul. Roll a die. If 
  you roll:
  1-2
  Turn to 179.
  3-4
  Turn to 124.
  5-6
  Turn to 53.
  389
  You bring your knee hard into his groin and he staggers away holding himself in pain. 
  This move did 2 Stamina points of damage to him. Once again you begin circling one 
  another. Will you:
  Try a punch in the face? 
  Turn to 202.
  Try shoulder charging him?
  Turn to 97.
  Risk attempting to throw him?
  Turn to 168.
  390
  You leap from the sunken arena onto the platform where the orc audience is crowded. 
  They flee in panic from you, but you know it will not take them long to regroup. The 
  swamp orc chief is waving his oaken staff in the air and shouting commands. Without 
  him, the swamp orcs will likely fall apart. If you want to attack him, turn to 289. If you 
  would rather just try to get away, turn to 59.
  391
  
  112
  The little man knows these streets better than you do and you soon lose him among the 
  various narrow alleyways. Cursing, you head for Poomchukker's house. Lose 1 Luck 
  point and turn to 116.
  392
  You tell the council that Saul has arranged for birdmen to attack those stationed on the 
  battlements. 
  ‘Maybe we should increase the amount of archers on the battlements?’ suggests Jalia in a 
  calm and collected voice.
  ‘Agreed,’ says Askalo gruffly. 
  Erase the codeword 'aerial' and record the codeword 'arrow' on your adventure sheet.
  ‘What else do you know, barbarian?’ barks Bloffor.
  If you have the codeword 'coward', turn to 132. If not, but you have the codeword 
  'ambush', turn to 107. If you have neither, turn to 56.
  393
  A quick search of their bodies reveals three gold pieces in the dwarf's pocket. You may 
  have saved the city from an easy defeat. Restore 1 Luck point and record the codeword 
  'safe' on your adventure sheet. Whistling merrily, you continue your hunt for an inn. Turn 
  to 324.
  394
  You fail to hit an apple. Of the other contestants, only one has been successful and he is 
  declared the winner. You have no wish to stick around to see him receive his prize so you 
  make your way to the market stalls. Turn to 160.
  395
  You continue to follow the road south-west. There is a whiff of burning in the air and you 
  see smoke billowing into the sky in the distance. You urge your horse onwards to 
  investigate.
  Soon you see the source of the smoke - a small timber village off the roadside is on fire 
  and you hear the terrified screams of the people inside. If you wish to ride into the village 
  and offer what aid you can, turn to 101. If you wish to hurry on to Ximoran, turn to 250.
  396
  
  113
  You tell the dwarf you want to enter and a loud cheer goes up from the crowd. The dwarf 
  quickly explains the rules. This will not be a fight to the death. If at any time you wish to 
  submit, you may do so by turning to 173. You must also keep track of how much damage 
  you do to your opponent. When you have reduced his Stamina by 12 points, turn to 305. 
  These options will not be given in the text so note them down now. You will also be 
  fighting with your bare hands - the dwarf offers to hold your sword and backpack for 
  you. You nod to signify your understanding and enter the ring accompanied by the 
  applause of the crowd. Your opponent is already waiting for you: a very large and heavily 
  muscled man-orc! He grins savagely and begins kissing his muscles - an unpleasant sight 
  indeed. The dwarf yells at you to begin the fight. The crowd grows quiet as you and your 
  gruesome opponent circle each other wearily. What will you do:
  Try to punch him in the face?                                     
  Turn to 202.
  Shoulder-charge him?                                                
  Turn to 97.
  Risk lifting him up to throw him?                                   
  Turn to 168.
  397
  You grab him roughly by the neck and pummel him repeatedly in the face with your fist. 
  You do 3 Stamina points of damage to him. Finally he manages to shrug your arm off 
  him and spins round to face you. Will you:
  Try to punch him in the face?
  Turn to 202.
  Attempt to throw him?
  Turn to 168.
  398
  You are shown to your room and you relax on the soft mattress and are asleep within 
  minutes.
  The next day you wake up to a meal of eggs and bacon which you devour greedily. 
  Feeling thoroughly refreshed, you leave the inn, keen to catch up with Saul. Restore 6 
  Stamina points and turn to 239.
  399
  He beckons for you to sit at one of two wooden chairs by a plain wooden table. You do 
  so and he sits opposite you resting his muscular arms on the table. Gain the codeword 
  'bark'.
  ‘You are probably wondering why I rescued you and brought you here,’ he begins. ‘Trust 
  me when I say it was no altruistic motive that led me into saving you from the cross. 
  Your betrayer goes by the name of Saul I believe?’ Your eyes flare at the mention of 
  Saul, but you remain silent. ‘I can see you want Saul dead,’ he continues. ‘I want him 
  dead too.’
  ‘What harm has Saul done you,’ you ask.
  
  114
  ‘That is not important to you. All you need to know is that we both want Saul dead and it 
  is because of this mutual goal that I have helped you.’ 
  You nod in agreement. You were going to kill Saul anyway, knowing that another wants 
  him dead will not affect this. If you have the codeword 'parrot', turn to 214. If not, turn to 
  135.
  400
  Two people stand in the clearing behind you. The first is a beautiful woman with long 
  brown hair and wearing a white silken gown. A silver amulet in the shape of a bird hangs 
  round her neck. Next to her is a tall man with blond hair and piercing blue eyes. He is 
  dressed in simple work-stained clothing, but his medallion in the shape of a flower proves 
  he is no mere labourer. They are the Mistress of Birds and the Master of Gardens. You 
  watch them warily as they wave their arms mysteriously in the air. You give a yelp of 
  pain and fall from your feet. Your whole body feels like it is changing, morphing. There 
  is a blinding white light . . . and then you rise once more, but you are a wolf no longer -
  you have been restored to human form!
  The Master of Gardens tosses some rags to you and you hurriedly pull them over your 
  naked form. You thank the two wizards profusely and they nod in response.
  ‘But what of the Master of Wolves?’ you ask. ‘Is he dead?’
  The Mistress of Birds shakes her head. ‘No,’ she replies sadly. ‘We who call ourselves 
  masters of this swamp are impervious to many of its dangers. But it will take him some 
  time to get out of that and while he is trapped, his power was sufficiently weakened for us 
  to return you to your original form.’
  You nod in understanding.
  ‘I suggest you leave here now,’ says the Master of Gardens, gravely. ‘The Master of 
  Wolves may be able to reassert his control over you if he ever meets you again so put as 
  much distance between you and he as possible.’
  You take their advice and thank them once more before taking the trail eastwards. 
  Eventually you emerge from the confines of the swamp and look with joy at the expanse 
  of rolling green hills in front of you. Never again will you have to set foot in that infernal 
  mire. Perhaps you will return to your homeland. You certainly no longer care what 
  happened in Ximoran. 
  You are just about to travel on when a woman's voice call out to you. You turn to see a 
  raven-haired woman clad in chainmail, with a broadsword hanging from her belt and a 
  brass ring on one finger.
  
  115
  ‘Do you know where the wizard Grimslade's tower lies, barbarian?’ she asks in an 
  imperious tone. ‘I have heard he seeks an adventurer to explore the swamp for him and I 
  was told by a local urchin that his tower was in these parts.’
  You reply that you know nothing of a wizard named Grimslade and advise to stay clear 
  of the swamp altogether. She mutters her thanks and then strides past you. You watch her 
  go with a smile on your face. Although you certainly would not want to return to 
  Scorpion Swamp, you admire the hunger for adventure that you see in the warrior 
  woman. It is the same hunger that you yourself have often felt: the hunger of the wolf!
  
SOURCE: textdata/thevault/Vault2.0.-.Fiction-and-audiobooks/Books/Fighting Fantasy/Fighting Fantasy Amateur Hunger of the Wolf.pdf