glowing with a green light of their own.
Drawn to the closed books, you scan their titles, already knowing from their binding and size what volumes have been highlighted to you: The Astounding Adventures of Skyhawk the Sharpshooter and The Magnificent Mind of Theomus the Thinker .
Will you:
Open Skyhawk the Sharpshooter?
767
Open Theomus the Thinker?
648
26
You hurry to the centre of the clearing, grabbing the discarded water flask from next to the traveller’s body. To your relief it is nearly full, the sound of sloshing liquid audible from inside. Popping open the lid, you put it to your mouth and take a thirsty gulp of its contents.
It isn’t water. You turn your head away, preparing to spit it out. But then you pause, realising that its flavour is far from unpleasant – putting you in mind of milk and honey, with the sharpness of cinnamon. You swallow it greedily before taking another mouthful, marvelling at the surge of strength now flowing through your body. Its effects are almost as potent as the dragon leaf.
Congratulations, you have now gained the following backpack item:
Pot of might (2 uses)
(backpack)
Use any time in combat to
raise your brawn or magic
by 2 for one combat round
As you are about to leave, a glint of something bright catches your eye. Leaning in closer, you see a ring on one of the skeleton’s fingers. Its silver band glows with a soft green light, suggesting it could be magical in nature.
Will you:
Take the ring?
116
Leave it with the skeleton and continue?
19
27
The black slush shifts and slides underfoot as you make your way along the alleyway that cuts between high granite hills. Firelight illuminates the mouth of several openings above you, reached by ragged-looking rope ladders. You wonder if some of the populace has resorted to living in caves hollowed out of the rock.
People trek back and forth, picking their way past the rubbish and squalor. As before, you feel ravenous eyes watching you, appraising your gear, weighing up your ability to defend yourself. Hands never stray far from weapons. ‘Accident alley’, the locals have named it. You can see why.
If you have the keyword ashes on your hero sheet, turn to 601 .Otherwise, you may head east towards the docks (turn to 659 ) or westwards, back towards the compound (turn to 426 ).
28
The broken door scrapes stubbornly against the floor as you shove it open. Ducking under the low lintel, you enter the room beyond. The area appears to be a storeroom filled with crates, barrels and rotting sacks. Most of the floor is littered with scraps of wood and metal, where someone or something has smashed its way through the room. The ceiling above is panelled wood, covered in green mould and dark stains. At the far end one wall has caved inwards, the stones scorched by an explosion of some kind. The resulting rubble forms a crumbling slope, leading up to a torn hole in the ceiling.
As you scan the store for anything of interest, you become aware of a knocking, tapping sound coming from your right. Anise has already edged past you, holding out the torch towards the noise. As her light sweeps the area, it illuminates a row of crates and barrels. One of the smaller crates is trembling and shifting slightly, as if something inside is beating against the wood, trying to get out.
Will you:
Open the crate?
232
Break open one of the barrels?
156
Climb the rubble to the room above?
272
Retrace your steps and use the stairs?
111
29
You slash and blast at the shrieking monsters, cutting through their leathery wings and sending them spinning away into the abyss. The rest of the flock gather to attack, but with an extra burst of speed you are able to outrun them.
For successfully defeating the terrordactyls, you have gained the following item:
Terrordactyl scales
(special)
Use on a cloak, gloves, boots or chest item
to increase its armour by 1
When you have updated your hero sheet, turn to 492 .
30
The darkness gives way
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