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The Dragon of Nuria

A generated gamebook.

By Mark Rickerby for NaNoGenMo2015.

Prologue

Throughout your journey in these lands, you’ve heard subtle tales of a spreading shadow that grow more and more threatening as you get closer to the village of Nuria.

The stories tell of Ir, a horrifying green dragon whose foul magic is spreading throughout the air and water and poisoning the countryside. The villagers beseech you to help fight this menace before the darkness takes its toll.

Somewhere near Nuria is the entrance to Ir’s dungeon. Others have found riches in treasure there, though many are never seen again.

  • To search for the entrance and ENTER the dungeon, turn to §1.

§1

You step into a shrine. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). You must FIGHT. You gain initiative. You find a bag of exquisite diamonds here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §2
  • To go EAST turn to §17

§2

You step into a wrecked armory. You find a bag of precious emeralds here.

  • To go NORTH turn to §1
  • To go SOUTH turn to §3
  • To go EAST turn to §18

§3

You enter a statuary. A draft of rancid air permeates the space. It looks vacant.

  • To go NORTH turn to §2
  • To go SOUTH turn to §4
  • To go EAST turn to §19

§4

You step into a decaying stable. A stream of hot air expands within the chamber.

  • To go NORTH turn to §3
  • To go SOUTH turn to §5
  • To go EAST turn to §20

§5

You enter a museum. You find a chest containing precious diamonds here.

  • To go NORTH turn to §4
  • To go SOUTH turn to §6
  • To go EAST turn to §21

§6

You step into a cage. A stream of dry air permeates the chamber. It seems clear.

  • To go NORTH turn to §5
  • To go SOUTH turn to §7
  • To go EAST turn to §22

§7

You come to a barn. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). You must FIGHT. You gain initiative. You find a chest containing exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §6
  • To go SOUTH turn to §8
  • To go EAST turn to §23

§8

You step into a ruined museum. There is something vaguely odd about this place.

  • To go NORTH turn to §7
  • To go SOUTH turn to §9
  • To go EAST turn to §24

§9

You enter a decaying workshop with a fetid odour. A stream of cold air expands within the area. It feels clear.

  • To go NORTH turn to §8
  • To go SOUTH turn to §10
  • To go EAST turn to §25

§10

You are in an armory. The space looks empty.

  • To go NORTH turn to §9
  • To go EAST turn to §26

§11

You enter a run-down library. The chamber is empty.

  • To go SOUTH turn to §12
  • To go EAST turn to §28

§12

You come to a wreckage-strewn cage. A current of dry air permeates the space.

  • To go NORTH turn to §11
  • To go SOUTH turn to §13
  • To go EAST turn to §29

§13

You step into a ruined museum. There is something vaguely odd about this place.

  • To go NORTH turn to §12
  • To go SOUTH turn to §14
  • To go EAST turn to §30

§14

You enter a pen. Trampling towards you is a monstrous basilisk. To dodge the attack, you must jump to safety. Roll against SKILL. If your roll succeeds, go to one of the exits. If you fail, continue reading.

FAILURE:

As you pause with fear, the scabrous monster lifts its head and its petrifying gaze meets you head on. The final thing you are consciously aware of is the terrifying projection from its eyes as your body hardens into cold stone. THE END.

SUCCESS: You find bronze ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §13
  • To go SOUTH turn to §15
  • To go EAST turn to §31

§15

You step into a prison. There is something odd about this place. You step cautiously forward until suddenly stumbling over a tripwire. To avoid the trap, you must leap clear in time. Test your SKILL. If your roll succeeds, choose one of the exits. If you fail, keep reading.

FAILURE:

A poison-coated spike snaps out of a hidden compartment and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §14
  • To go EAST turn to §32

§16

You are in a cage. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs away into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a bag of exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §17

  • To go EAST turn to §33

§17

You step into a crumbling pen. A draft of warm air expands within the area.

  • To go NORTH turn to §16
  • To go SOUTH turn to §18
  • To go EAST turn to §34
  • To go WEST turn to §1

§18

You step into a run-down tannery. You find gold ingots here.

  • To go NORTH turn to §17
  • To go SOUTH turn to §19
  • To go EAST turn to §35
  • To go WEST turn to §2

§19

You are in a cage. You find gold coins here.

  • To go NORTH turn to §18
  • To go SOUTH turn to §20
  • To go EAST turn to §36
  • To go WEST turn to §3

§20

You enter a forge. A draft of dry air fills the area.

  • To go NORTH turn to §19
  • To go SOUTH turn to §21
  • To go EAST turn to §37
  • To go WEST turn to §4

§21

You enter a run-down hall. A draft of warm air permeates the room.

  • To go NORTH turn to §20
  • To go SOUTH turn to §22
  • To go EAST turn to §38
  • To go WEST turn to §5

§22

You come to a run-down cage. There is something vaguely odd about this place.

  • To go NORTH turn to §21
  • To go SOUTH turn to §23
  • To go EAST turn to §39
  • To go WEST turn to §6

§23

You come to a kitchen. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). You must FIGHT. You gain initiative.

  • To go NORTH turn to §22
  • To go SOUTH turn to §24
  • To go EAST turn to §40
  • To go WEST turn to §7

§24

You step into a stable. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature scuttles off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a bag of exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §23

  • To go SOUTH turn to §25

  • To go EAST turn to §41

  • To go WEST turn to §8

§25

You enter a crumbling assembly hall. There is something vaguely odd about this place.

  • To go NORTH turn to §24
  • To go SOUTH turn to §26
  • To go EAST turn to §42
  • To go WEST turn to §9

§26

You are in a library. A draft of hot air expands within the chamber.

  • To go NORTH turn to §25
  • To go SOUTH turn to §27
  • To go WEST turn to §10

§27

You come to a run-down combat pit hewn from pitted quartz. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §26
  • To go SOUTH turn to §28

§28

You enter a ruined statuary. A current of warm air permeates the space. It feels abandoned.

  • To go NORTH turn to §27
  • To go SOUTH turn to §29
  • To go WEST turn to §11

§29

You are in a run-down gallery. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). You must FIGHT. You gain initiative. You find a box of exquisite diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §28
  • To go SOUTH turn to §30
  • To go EAST turn to §43
  • To go WEST turn to §12

§30

You enter a statuary. The chamber looks empty.

  • To go NORTH turn to §29
  • To go SOUTH turn to §31
  • To go EAST turn to §44
  • To go WEST turn to §13

§31

You enter a decaying statuary. The space is clear.

  • To go NORTH turn to §30
  • To go SOUTH turn to §32
  • To go WEST turn to §14

§32

You come to a pen. The room feels empty.

  • To go NORTH turn to §31
  • To go WEST turn to §15

§33

You enter a pantry. A breath of hot air expands in the chamber. It feels empty.

  • To go SOUTH turn to §34
  • To go EAST turn to §48
  • To go WEST turn to §16

§34

You enter a decaying shrine carved from pitted quartz. Something here feels odd. You step cautiously forward before suddenly stumbling over a pressure plate. To dodge the trap, you must dive to safety. Test your SKILL. If you succeed, you can go to one of the exits. If you fail, continue below.

FAILURE:

A poison-tipped saw blade snaps out of a hidden compartment and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §33
  • To go SOUTH turn to §35
  • To go EAST turn to §49
  • To go WEST turn to §17

§35

You come to a stable. A draft of cold air expands through the area.

  • To go NORTH turn to §34
  • To go SOUTH turn to §36
  • To go EAST turn to §50
  • To go WEST turn to §18

§36

You step into a museum. There is a monster here: BLOOD WORM (STRENGTH: 10, STAMINA: 12). You must FIGHT. You gain initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §35
  • To go SOUTH turn to §37
  • To go EAST turn to §51
  • To go WEST turn to §19

§37

You are in a pantry. The area looks clear.

  • To go NORTH turn to §36
  • To go SOUTH turn to §38
  • To go EAST turn to §52
  • To go WEST turn to §20

§38

You enter a run-down forge. The area seems clear.

  • To go NORTH turn to §37
  • To go SOUTH turn to §39
  • To go EAST turn to §53
  • To go WEST turn to §21

§39

You enter a barracks. A draft of cold air fills the space. It feels empty.

  • To go NORTH turn to §38
  • To go SOUTH turn to §40
  • To go EAST turn to §54
  • To go WEST turn to §22

§40

You come to a laboratory. Two miscreants named Rosencrantz and Guildenstern are waiting here.

  • To go NORTH turn to §39
  • To go SOUTH turn to §41
  • To go EAST turn to §55
  • To go WEST turn to §23

§41

You come to a stable. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a bag of precious diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §40

  • To go SOUTH turn to §42

  • To go EAST turn to §56

  • To go WEST turn to §24

§42

You are in a great hall. You find a box of precious emeralds here.

  • To go NORTH turn to §41
  • To go WEST turn to §25

§43

You come to a ruined shrine hewn from rough gneiss. A stream of hot air spreads within the chamber.

  • To go SOUTH turn to §44
  • To go EAST turn to §60
  • To go WEST turn to §29

§44

You come to a cage. A rush of warm air permeates the space. It is clear.

  • To go NORTH turn to §43
  • To go EAST turn to §61
  • To go WEST turn to §30

§45

You come to a ruined great hall. A current of warm air permeates the chamber.

  • To go SOUTH turn to §46
  • To go EAST turn to §65

§46

You are in a prison. The chamber seems abandoned.

  • To go NORTH turn to §45
  • To go EAST turn to §66

§47

You enter a shrine carved from rough stone. A rush of cold air expands across the area. It feels clear.

  • To go SOUTH turn to §48
  • To go EAST turn to §67

§48

You step into a run-down cage. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §47

  • To go SOUTH turn to §49

  • To go EAST turn to §68

  • To go WEST turn to §33

§49

You come to a bedroom. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). You must FIGHT. You gain initiative.

  • To go NORTH turn to §48
  • To go SOUTH turn to §50
  • To go EAST turn to §69
  • To go WEST turn to §34

§50

You enter an arena carved from rough shale. The area is empty.

  • To go NORTH turn to §49
  • To go SOUTH turn to §51
  • To go EAST turn to §70
  • To go WEST turn to §35

§51

You are in a decaying study. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). You must FIGHT. You gain initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §50
  • To go SOUTH turn to §52
  • To go EAST turn to §71
  • To go WEST turn to §36

§52

You come to a crumbling statuary. A rush of stale air expands inside the space.

  • To go NORTH turn to §51
  • To go SOUTH turn to §53
  • To go EAST turn to §72
  • To go WEST turn to §37

§53

You come to a cage. The chamber is clear.

  • To go NORTH turn to §52
  • To go SOUTH turn to §54
  • To go EAST turn to §73
  • To go WEST turn to §38

§54

You come to a prison. The chamber feels abandoned.

  • To go NORTH turn to §53
  • To go SOUTH turn to §55
  • To go EAST turn to §74
  • To go WEST turn to §39

§55

You are in a crumbling armory. The room is empty.

  • To go NORTH turn to §54
  • To go SOUTH turn to §56
  • To go EAST turn to §75
  • To go WEST turn to §40

§56

You step into a tannery with a fetid odour. You find a box of precious rubies here.

  • To go NORTH turn to §55
  • To go EAST turn to §76
  • To go WEST turn to §41

§57

You come to a wreckage-strewn library. There is something vaguely odd about this place.

  • To go SOUTH turn to §58
  • To go EAST turn to §78

§58

You step into a tannery with a fetid stench. A rush of dry air spreads within the area. It is vacant.

  • To go NORTH turn to §57
  • To go SOUTH turn to §59
  • To go EAST turn to §79

§59

You are in a ruined barn. There is a monster here: BRISTLE BOAR (STRENGTH: 14, STAMINA: 18). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature scuttles away into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go NORTH turn to §58

  • To go SOUTH turn to §60

  • To go EAST turn to §80

§60

You enter a statuary. A draft of cold air spreads across the chamber. It is clear.

  • To go NORTH turn to §59
  • To go SOUTH turn to §61
  • To go EAST turn to §81
  • To go WEST turn to §43

§61

You come to a crumbling guardroom. A flow of dry air fills the area. It looks abandoned.

  • To go NORTH turn to §60
  • To go EAST turn to §82
  • To go WEST turn to §44

§62

You enter a prison. The chamber feels clear.

  • To go SOUTH turn to §63
  • To go EAST turn to §86

§63

You are in a forge. The room is vacant.

  • To go NORTH turn to §62
  • To go EAST turn to §87

§64

You come to a ruined cage. A blast of hot air spreads inside the space.

  • To go SOUTH turn to §65
  • To go EAST turn to §91

§65

You come to a workshop scattered with flotsam and jetsam. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). You must FIGHT. You gain initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §64
  • To go SOUTH turn to §66
  • To go EAST turn to §92
  • To go WEST turn to §45

§66

You step into a shrine. A current of warm air fills the chamber. It feels vacant.

  • To go NORTH turn to §65
  • To go EAST turn to §93
  • To go WEST turn to §46

§67

You step into a map room. There is a monster here: SLIME (STRENGTH: 6, STAMINA: 7). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go SOUTH turn to §68

  • To go EAST turn to §96

  • To go WEST turn to §47

§68

You come to a run-down statuary. A stream of cold air expands across the chamber.

  • To go NORTH turn to §67
  • To go SOUTH turn to §69
  • To go EAST turn to §97
  • To go WEST turn to §48

§69

You enter a laboratory. A current of stale air spreads across the chamber.

  • To go NORTH turn to §68
  • To go SOUTH turn to §70
  • To go EAST turn to §98
  • To go WEST turn to §49

§70

You enter a decaying arena hewn out of smooth chalk. A draft of stale air permeates the area. It is vacant.

  • To go NORTH turn to §69
  • To go SOUTH turn to §71
  • To go EAST turn to §99
  • To go WEST turn to §50

§71

You enter a wrecked barracks. The area looks empty.

  • To go NORTH turn to §70
  • To go SOUTH turn to §72
  • To go EAST turn to §100
  • To go WEST turn to §51

§72

You come to a decaying treasury. There is something strange about this place. You step cautiously forward until noticing a tripwire. To avoid the trap, you must dive to safety. This is a test of SKILL. If your roll succeeds, choose one of the exits. Otherwise, continue.

FAILURE:

A poison-tipped saw blade drops down from the ceiling and strikes you. Take 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §71
  • To go SOUTH turn to §73
  • To go EAST turn to §101
  • To go WEST turn to §52

§73

You enter a shrine. A stream of warm air fills the space. It is empty.

  • To go NORTH turn to §72
  • To go SOUTH turn to §74
  • To go EAST turn to §102
  • To go WEST turn to §53

§74

You come to a crumbling workshop. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). You must FIGHT. You gain initiative. You find a chest containing exquisite diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §73
  • To go SOUTH turn to §75
  • To go WEST turn to §54

§75

You come to a laboratory. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). You must FIGHT. You gain initiative. You find a box of exquisite emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §74
  • To go SOUTH turn to §76
  • To go EAST turn to §103
  • To go WEST turn to §55

§76

You step into a ruined closet. Two reprobates named Vladimir and Estragon are waiting here.

  • To go NORTH turn to §75
  • To go SOUTH turn to §77
  • To go EAST turn to §104
  • To go WEST turn to §56

§77

You step into a ruined cage. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go NORTH turn to §76

  • To go SOUTH turn to §78

  • To go EAST turn to §105

§78

You step into a decaying prison. The chamber is clear.

  • To go NORTH turn to §77
  • To go SOUTH turn to §79
  • To go EAST turn to §106
  • To go WEST turn to §57

§79

You enter a forge. There is a monster here: OGRE (STRENGTH: 12, STAMINA: 20). You must FIGHT. You gain initiative.

  • To go NORTH turn to §78
  • To go SOUTH turn to §80
  • To go EAST turn to §107
  • To go WEST turn to §58

§80

You step into a pantry. A current of rancid air expands inside the chamber.

  • To go NORTH turn to §79
  • To go SOUTH turn to §81
  • To go EAST turn to §108
  • To go WEST turn to §59

§81

You come to a decaying pen. There is a monster here: GIANT SCORPION (STRENGTH: 12, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a chest containing exquisite diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §80

  • To go SOUTH turn to §82

  • To go EAST turn to §109

  • To go WEST turn to §60

§82

You enter a map room. A rush of dry air expands in the space. It is vacant.

  • To go NORTH turn to §81
  • To go EAST turn to §110
  • To go WEST turn to §61

§83

You come to a crumbling tannery. There is a monster here: CARNIVOROUS BLOB (STRENGTH: 10, STAMINA: 14). You must FIGHT. The monster gains initiative. You find a box of exquisite emeralds here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §84
  • To go EAST turn to §113

§84

You come to a crumbling laboratory. A flow of rancid air spreads through the chamber.

  • To go NORTH turn to §83
  • To go SOUTH turn to §85
  • To go EAST turn to §114

§85

You enter a closet. A flow of rancid air fills the space. It feels vacant.

  • To go NORTH turn to §84
  • To go SOUTH turn to §86
  • To go EAST turn to §115

§86

You enter a pen. A current of warm air permeates the room.

  • To go NORTH turn to §85
  • To go SOUTH turn to §87
  • To go EAST turn to §116
  • To go WEST turn to §62

§87

You enter a cage. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). You must FIGHT. You gain initiative.

  • To go NORTH turn to §86
  • To go SOUTH turn to §88
  • To go WEST turn to §63

§88

You are in a workshop scattered with shards of pottery. A draft of stale air fills the space.

  • To go NORTH turn to §87
  • To go EAST turn to §117

§89

You come to a run-down assembly hall. You find a box of precious emeralds here.

  • To go SOUTH turn to §90
  • To go EAST turn to §121

§90

You are in an abandoned museum. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. You gain initiative.

  • To go NORTH turn to §89
  • To go EAST turn to §122

§91

You enter a prison. The room looks abandoned.

  • To go SOUTH turn to §92
  • To go EAST turn to §124
  • To go WEST turn to §64

§92

You step into an abandoned shrine. The area looks vacant.

  • To go NORTH turn to §91
  • To go SOUTH turn to §93
  • To go EAST turn to §125
  • To go WEST turn to §65

§93

You enter a shrine. A draft of dry air fills the room.

  • To go NORTH turn to §92
  • To go SOUTH turn to §94
  • To go EAST turn to §126
  • To go WEST turn to §66

§94

You step into a hall. There is a monster here: BRISTLE BOAR (STRENGTH: 14, STAMINA: 18). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a box of exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §93

  • To go EAST turn to §127

§95

You come to a shrine. A stream of dry air permeates the room. It looks abandoned.

  • To go SOUTH turn to §96
  • To go EAST turn to §128

§96

You come to a run-down barn. There is a monster here: BLOOD WORM (STRENGTH: 10, STAMINA: 12). You must FIGHT. You gain initiative. You find a bag of precious emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §95
  • To go SOUTH turn to §97
  • To go EAST turn to §129
  • To go WEST turn to §67

§97

You enter a study. There is something not quite right about this place. You step cautiously forward before suddenly stumbling over a pressure plate. To avoid the trap, you must jump to safety. This is a test of SKILL. If you succeed, you can choose one of the exits. If you fail, keep reading.

FAILURE:

A poison-tipped blade snaps out of a hidden compartment and strikes you. Take 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §96
  • To go SOUTH turn to §98
  • To go EAST turn to §130
  • To go WEST turn to §68

§98

You are in an abandoned forge. Two vagabonds called Rosencrantz and Guildenstern are here, arguing.

  • To go NORTH turn to §97
  • To go SOUTH turn to §99
  • To go EAST turn to §131
  • To go WEST turn to §69

§99

You enter a pen. A current of cold air expands within the area.

  • To go NORTH turn to §98
  • To go SOUTH turn to §100
  • To go EAST turn to §132
  • To go WEST turn to §70

§100

You enter a cage. A current of stale air fills the space. It looks clear.

  • To go NORTH turn to §99
  • To go SOUTH turn to §101
  • To go EAST turn to §133
  • To go WEST turn to §71

§101

You are in a treasury. Stamping ahead of you is a bull-like gorgon. A faint mist of green smoke puff from its mouth. To dodge the attack, you must leap to safety. Roll against SKILL. If your roll succeeds, exit safely. Otherwise, continue below.

FAILURE:

As you pause with fear, the armoured monster snaps open its jaws and its putrid breath washes over you. The last thing you remember is choking on the toxic gas as your body rapidly hardens into solid stone. THE END.

SUCCESS: You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §100
  • To go SOUTH turn to §102
  • To go EAST turn to §134
  • To go WEST turn to §72

§102

You enter an abandoned forge. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). You must FIGHT. You gain initiative. You find bronze ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §101
  • To go WEST turn to §73

§103

You come to a study. Two miscreants named Vladimir and Estragon are sitting here.

  • To go SOUTH turn to §104
  • To go WEST turn to §75

§104

You are in a wrecked pantry. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §103

  • To go SOUTH turn to §105

  • To go WEST turn to §76

§105

You come to a pen. A flow of cold air expands within the chamber.

  • To go NORTH turn to §104
  • To go SOUTH turn to §106
  • To go WEST turn to §77

§106

You step into a prison. A rush of cold air expands across the space.

  • To go NORTH turn to §105
  • To go SOUTH turn to §107
  • To go WEST turn to §78

§107

You step into an arena. There is something vaguely odd about this place.

  • To go NORTH turn to §106
  • To go SOUTH turn to §108
  • To go EAST turn to §135
  • To go WEST turn to §79

§108

You are in a ruined workshop with a foul smell. Two wretches called Rosencrantz and Guildenstern are sitting here.

  • To go NORTH turn to §107
  • To go SOUTH turn to §109
  • To go EAST turn to §136
  • To go WEST turn to §80

§109

You come to a great hall. The space is clear.

  • To go NORTH turn to §108
  • To go SOUTH turn to §110
  • To go EAST turn to §137
  • To go WEST turn to §81

§110

You enter a wreckage-strewn pen. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §109
  • To go EAST turn to §138
  • To go WEST turn to §82

§111

You come to a wreckage-strewn stable. The chamber seems abandoned.

  • To go SOUTH turn to §112
  • To go EAST turn to §140

§112

You are in a shrine cut out of smooth rock. A blast of stale air permeates the area. It is vacant.

  • To go NORTH turn to §111
  • To go SOUTH turn to §113
  • To go EAST turn to §141

§113

You are in a shrine. A blast of warm air permeates the area.

  • To go NORTH turn to §112
  • To go SOUTH turn to §114
  • To go EAST turn to §142
  • To go WEST turn to §83

§114

You step into a wrecked cage. A current of warm air fills the chamber. It feels empty.

  • To go NORTH turn to §113
  • To go SOUTH turn to §115
  • To go EAST turn to §143
  • To go WEST turn to §84

§115

You come to a decaying pantry. A flow of rancid air spreads across the area. It looks empty.

  • To go NORTH turn to §114
  • To go SOUTH turn to §116
  • To go EAST turn to §144
  • To go WEST turn to §85

§116

You are in a map room. The area looks clear.

  • To go NORTH turn to §115
  • To go EAST turn to §145
  • To go WEST turn to §86

§117

You are in an abandoned prison. You find a box of precious diamonds here.

  • To go SOUTH turn to §118
  • To go EAST turn to §147
  • To go WEST turn to §88

§118

You come to a run-down prison. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). You must FIGHT. You gain initiative. You find gold coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §117
  • To go EAST turn to §148

§119

You are in a pen. The room is abandoned.

  • To go SOUTH turn to §120
  • To go EAST turn to §149

§120

You enter a cage. A breath of warm air expands in the room. It looks empty.

  • To go NORTH turn to §119
  • To go SOUTH turn to §121
  • To go EAST turn to §150

§121

You come to a barn. A stream of dry air spreads within the room. It is abandoned.

  • To go NORTH turn to §120
  • To go SOUTH turn to §122
  • To go EAST turn to §151
  • To go WEST turn to §89

§122

You come to a study. A draft of rancid air spreads in the area.

  • To go NORTH turn to §121
  • To go EAST turn to §152
  • To go WEST turn to §90

§123

You come to a wrecked prison. The space seems empty.

  • To go SOUTH turn to §124
  • To go EAST turn to §153

§124

You are in a wreckage-strewn shrine. A rush of stale air fills the chamber. It looks vacant.

  • To go NORTH turn to §123
  • To go SOUTH turn to §125
  • To go WEST turn to §91

§125

You step into a ruined laboratory. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). You must FIGHT. The monster gains initiative. You find a chest containing precious rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §124
  • To go SOUTH turn to §126
  • To go WEST turn to §92

§126

You are in a ruined forge. A flow of hot air expands inside the chamber. It looks abandoned.

  • To go NORTH turn to §125
  • To go SOUTH turn to §127
  • To go EAST turn to §154
  • To go WEST turn to §93

§127

You enter a wrecked gallery. A draft of rancid air fills the area.

  • To go NORTH turn to §126
  • To go EAST turn to §155
  • To go WEST turn to §94

§128

You enter a barn. The chamber feels empty.

  • To go SOUTH turn to §129
  • To go EAST turn to §157
  • To go WEST turn to §95

§129

You come to a wrecked shrine carved out of rough stone. A rush of warm air permeates the space.

  • To go NORTH turn to §128
  • To go SOUTH turn to §130
  • To go EAST turn to §158
  • To go WEST turn to §96

§130

You enter a museum. A current of rancid air spreads inside the space. It is clear.

  • To go NORTH turn to §129
  • To go SOUTH turn to §131
  • To go EAST turn to §159
  • To go WEST turn to §97

§131

You step into a decaying wardrobe. A stream of stale air spreads within the space.

  • To go NORTH turn to §130
  • To go SOUTH turn to §132
  • To go EAST turn to §160
  • To go WEST turn to §98

§132

You step into a museum. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a bag of precious diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §131

  • To go SOUTH turn to §133

  • To go EAST turn to §161

  • To go WEST turn to §99

§133

You step into a decaying prison. A rush of cold air permeates the area. It is abandoned.

  • To go NORTH turn to §132
  • To go SOUTH turn to §134
  • To go EAST turn to §162
  • To go WEST turn to §100

§134

You step into a workshop with a foul smell. A draft of hot air fills the area. It seems vacant.

  • To go NORTH turn to §133
  • To go EAST turn to §163
  • To go WEST turn to §101

§135

You come to a crumbling gallery. There is something vaguely odd about this place.

  • To go SOUTH turn to §136
  • To go EAST turn to §164
  • To go WEST turn to §107

§136

You enter a gallery. Something here feels odd. You step cautiously forward until noticing a pressure plate. To dodge the trap, you must jump to safety. Test your SKILL. If your roll succeeds, go to one of the exits. If you fail, keep reading.

FAILURE:

A poison-coated saw blade drops down from the ceiling and strikes you. Take 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §135
  • To go SOUTH turn to §137
  • To go EAST turn to §165
  • To go WEST turn to §108

§137

You enter a run-down forge. A breath of stale air permeates the space.

  • To go NORTH turn to §136
  • To go SOUTH turn to §138
  • To go EAST turn to §166
  • To go WEST turn to §109

§138

You are in a prison. The space feels clear.

  • To go NORTH turn to §137
  • To go EAST turn to §167
  • To go WEST turn to §110

§139

You step into a run-down pen. A draft of hot air fills the area. It looks clear.

  • To go SOUTH turn to §140
  • To go EAST turn to §168

§140

You step into a forge. The space feels empty.

  • To go NORTH turn to §139
  • To go SOUTH turn to §141
  • To go EAST turn to §169
  • To go WEST turn to §111

§141

You enter an abandoned gallery. There is a monster here: DIRE BAT (STRENGTH: 7, STAMINA: 7). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §140
  • To go SOUTH turn to §142
  • To go EAST turn to §170
  • To go WEST turn to §112

§142

You enter a ruined cage. The chamber looks abandoned.

  • To go NORTH turn to §141
  • To go SOUTH turn to §143
  • To go EAST turn to §171
  • To go WEST turn to §113

§143

You are in a tannery with a repellent stink. The area is abandoned.

  • To go NORTH turn to §142
  • To go SOUTH turn to §144
  • To go EAST turn to §172
  • To go WEST turn to §114

§144

You are in a study. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). You must FIGHT. You gain initiative. You find a chest containing exquisite emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §143
  • To go SOUTH turn to §145
  • To go EAST turn to §173
  • To go WEST turn to §115

§145

You come to a decaying combat pit with a unpleasant stench. You find silver coins here.

  • To go NORTH turn to §144
  • To go SOUTH turn to §146
  • To go WEST turn to §116

§146

You step into an abandoned shrine. You find silver coins here.

  • To go NORTH turn to §145
  • To go SOUTH turn to §147
  • To go EAST turn to §174

§147

You step into an abandoned shrine cut from smooth rock. A current of dry air permeates the room. It feels clear.

  • To go NORTH turn to §146
  • To go SOUTH turn to §148
  • To go EAST turn to §175
  • To go WEST turn to §117

§148

You are in a wardrobe. A blast of dry air expands across the space. It looks abandoned.

  • To go NORTH turn to §147
  • To go EAST turn to §176
  • To go WEST turn to §118

§149

You come to a shrine cut from pitted schist. The area seems empty.

  • To go SOUTH turn to §150
  • To go EAST turn to §179
  • To go WEST turn to §119

§150

You step into a decaying treasury. The area is abandoned.

  • To go NORTH turn to §149
  • To go SOUTH turn to §151
  • To go EAST turn to §180
  • To go WEST turn to §120

§151

You come to a wreckage-strewn cage. A current of hot air fills the space.

  • To go NORTH turn to §150
  • To go SOUTH turn to §152
  • To go EAST turn to §181
  • To go WEST turn to §121

§152

You step into a wardrobe. A breath of dry air fills the room. It looks empty.

  • To go NORTH turn to §151
  • To go EAST turn to §182
  • To go WEST turn to §122

§153

You step into a workshop. A flow of rancid air permeates the space. It feels empty.

  • To go EAST turn to §183
  • To go WEST turn to §123

§154

You are in a laboratory. Two wretches called Vladimir and Estragon are waiting here.

  • To go SOUTH turn to §155
  • To go WEST turn to §126

§155

You enter an armory. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §154

  • To go SOUTH turn to §156

  • To go EAST turn to §186

  • To go WEST turn to §127

§156

You enter a treasury. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). You must FIGHT. You gain initiative. You find a bag of precious rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §155
  • To go SOUTH turn to §157
  • To go EAST turn to §187

§157

You step into a wrecked prison. The area seems clear.

  • To go NORTH turn to §156
  • To go SOUTH turn to §158
  • To go EAST turn to §188
  • To go WEST turn to §128

§158

You step into a decaying library. A draft of stale air fills the space.

  • To go NORTH turn to §157
  • To go SOUTH turn to §159
  • To go EAST turn to §189
  • To go WEST turn to §129

§159

You come to a wrecked scriptorium. Something here feels not quite right. You step cautiously forward until noticing a pressure plate. To avoid the trap, you must dive clear in time. Roll against SKILL. If you succeed, you can exit safely. If you fail, continue below.

FAILURE:

A spike shoots out of a hidden compartment and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §158
  • To go SOUTH turn to §160
  • To go EAST turn to §190
  • To go WEST turn to §130

§160

You come to a stable. A breath of cold air expands across the space.

  • To go NORTH turn to §159
  • To go SOUTH turn to §161
  • To go EAST turn to §191
  • To go WEST turn to §131

§161

You are in an abandoned study. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). You must FIGHT. You gain initiative.

  • To go NORTH turn to §160
  • To go SOUTH turn to §162
  • To go EAST turn to §192
  • To go WEST turn to §132

§162

You step into a closet. The room feels clear.

  • To go NORTH turn to §161
  • To go SOUTH turn to §163
  • To go EAST turn to §193
  • To go WEST turn to §133

§163

You come to a guardroom. The space feels empty.

  • To go NORTH turn to §162
  • To go EAST turn to §194
  • To go WEST turn to §134

§164

You enter a wreckage-strewn forge. There is something not quite right about this place. You contine forward before suddenly stumbling over a loose flagstone. To avoid the trap, you must leap to safety. Test your SKILL. If you succeed, you can go to one of the exits. If you fail, continue below.

FAILURE:

A poison-coated spear shoots out of a hidden compartment and strikes you. Take 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go SOUTH turn to §165
  • To go EAST turn to §195
  • To go WEST turn to §135

§165

You come to a wreckage-strewn pantry. You find a box of exquisite emeralds here.

  • To go NORTH turn to §164
  • To go SOUTH turn to §166
  • To go EAST turn to §196
  • To go WEST turn to §136

§166

You come to a hall. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §165

  • To go SOUTH turn to §167

  • To go WEST turn to §137

§167

You step into a pen. Two miscreants named Rosencrantz and Guildenstern are waiting here.

  • To go NORTH turn to §166
  • To go EAST turn to §197
  • To go WEST turn to §138

§168

You step into a statuary. The room seems abandoned.

  • To go SOUTH turn to §169
  • To go WEST turn to §139

§169

You are in a statuary. A draft of warm air fills the area. It looks empty.

  • To go NORTH turn to §168
  • To go SOUTH turn to §170
  • To go EAST turn to §200
  • To go WEST turn to §140

§170

You enter a combat pit with a unpleasant odour. A draft of rancid air expands across the room.

  • To go NORTH turn to §169
  • To go SOUTH turn to §171
  • To go EAST turn to §201
  • To go WEST turn to §141

§171

You step into a ruined barn. Two wretches called Vladimir and Estragon are here, waiting.

  • To go NORTH turn to §170
  • To go SOUTH turn to §172
  • To go WEST turn to §142

§172

You enter a stable. A rush of dry air fills the room.

  • To go NORTH turn to §171
  • To go SOUTH turn to §173
  • To go WEST turn to §143

§173

You enter a prison. The room seems abandoned.

  • To go NORTH turn to §172
  • To go EAST turn to §202
  • To go WEST turn to §144

§174

You are in a pen. You find a chest containing exquisite diamonds here.

  • To go SOUTH turn to §175
  • To go EAST turn to §203
  • To go WEST turn to §146

§175

You enter a run-down barracks. The room looks empty.

  • To go NORTH turn to §174
  • To go SOUTH turn to §176
  • To go EAST turn to §204
  • To go WEST turn to §147

§176

You come to a scriptorium. A stream of rancid air expands in the chamber.

  • To go NORTH turn to §175
  • To go EAST turn to §205
  • To go WEST turn to §148

§177

You come to a wardrobe. The room looks clear.

  • To go SOUTH turn to §178
  • To go EAST turn to §206

§178

You come to a ruined stable. A draft of rancid air expands within the room. It is empty.

  • To go NORTH turn to §177
  • To go SOUTH turn to §179
  • To go EAST turn to §207

§179

You enter a decaying laboratory. There is something strange about this place. You step cautiously forward before noticing a loose flagstone. To avoid the trap, you must leap to safety. Roll against SKILL. If your roll succeeds, choose one of the exits. Otherwise, continue below.

FAILURE:

A spike drops down from the ceiling and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §178
  • To go SOUTH turn to §180
  • To go EAST turn to §208
  • To go WEST turn to §149

§180

You step into a decaying shrine. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §179
  • To go SOUTH turn to §181
  • To go WEST turn to §150

§181

You come to a crumbling map room. A rush of cold air permeates the area.

  • To go NORTH turn to §180
  • To go SOUTH turn to §182
  • To go WEST turn to §151

§182

You enter a crumbling pantry. There is a monster here: OGRE (STRENGTH: 12, STAMINA: 20). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs away into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a chest containing precious diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §181

  • To go EAST turn to §209

  • To go WEST turn to §152

§183

You step into a decaying great hall. A rush of dry air fills the room.

  • To go SOUTH turn to §184
  • To go WEST turn to §153

§184

You enter a prison. You find silver ingots here.

  • To go NORTH turn to §183
  • To go SOUTH turn to §185
  • To go EAST turn to §211

§185

You come to a shrine. A blast of dry air expands within the chamber. It seems clear.

  • To go NORTH turn to §184
  • To go EAST turn to §212

§186

You come to a barracks. There is a monster here: BLOOD WORM (STRENGTH: 10, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §187

  • To go WEST turn to §155

§187

You come to a decaying library. You find a chest containing precious diamonds here.

  • To go NORTH turn to §186
  • To go SOUTH turn to §188
  • To go EAST turn to §213
  • To go WEST turn to §156

§188

You step into a decaying forge. The room is vacant.

  • To go NORTH turn to §187
  • To go SOUTH turn to §189
  • To go EAST turn to §214
  • To go WEST turn to §157

§189

You step into a run-down pen. A draft of rancid air expands inside the chamber. It looks vacant.

  • To go NORTH turn to §188
  • To go SOUTH turn to §190
  • To go EAST turn to §215
  • To go WEST turn to §158

§190

You step into a study. You find bronze ingots here.

  • To go NORTH turn to §189
  • To go SOUTH turn to §191
  • To go EAST turn to §216
  • To go WEST turn to §159

§191

You are in a wreckage-strewn tannery. A blast of cold air expands across the room.

  • To go NORTH turn to §190
  • To go SOUTH turn to §192
  • To go WEST turn to §160

§192

You enter a wreckage-strewn study. A breath of rancid air spreads inside the space.

  • To go NORTH turn to §191
  • To go SOUTH turn to §193
  • To go WEST turn to §161

§193

You come to a decaying statuary. You find a bag of precious emeralds here.

  • To go NORTH turn to §192
  • To go SOUTH turn to §194
  • To go WEST turn to §162

§194

You come to a run-down assembly hall. A rush of stale air fills the room. It seems empty.

  • To go NORTH turn to §193
  • To go EAST turn to §217
  • To go WEST turn to §163

§195

You come to a workshop. The room is vacant.

  • To go SOUTH turn to §196
  • To go EAST turn to §218
  • To go WEST turn to §164

§196

You enter a decaying pantry. The space looks vacant.

  • To go NORTH turn to §195
  • To go EAST turn to §219
  • To go WEST turn to §165

§197

You enter a prison. The room is empty.

  • To go SOUTH turn to §198
  • To go EAST turn to §221
  • To go WEST turn to §167

§198

You enter a pen. A flow of cold air expands inside the room. It seems empty.

  • To go NORTH turn to §197
  • To go SOUTH turn to §199
  • To go EAST turn to §222

§199

You step into an abandoned tannery. Something here feels odd. You contine forward before suddenly stumbling over a loose flagstone. To dodge the trap, you must leap to safety. Roll against SKILL. If you succeed, you can choose an exit path. Otherwise, continue below.

FAILURE:

A poison-coated saw blade falls from the ceiling and strikes you. Take 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §198
  • To go EAST turn to §223

§200

You come to a shrine cut out of smooth gneiss. The area feels vacant.

  • To go SOUTH turn to §201
  • To go EAST turn to §225
  • To go WEST turn to §169

§201

You step into a decaying statuary. The chamber looks clear.

  • To go NORTH turn to §200
  • To go EAST turn to §226
  • To go WEST turn to §170

§202

You step into a wreckage-strewn treasury. A draft of rancid air spreads within the area. It is clear.

  • To go EAST turn to §227
  • To go WEST turn to §173

§203

You step into a pen. Two tramps named Vladimir and Estragon are here, waiting.

  • To go SOUTH turn to §204
  • To go EAST turn to §229
  • To go WEST turn to §174

§204

You step into a hall. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). You must FIGHT. You gain initiative.

  • To go NORTH turn to §203
  • To go SOUTH turn to §205
  • To go EAST turn to §230
  • To go WEST turn to §175

§205

You come to a decaying museum. A blast of rancid air spreads within the space.

  • To go NORTH turn to §204
  • To go EAST turn to §231
  • To go WEST turn to §176

§206

You are in a barn. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). You must FIGHT. You gain initiative.

  • To go SOUTH turn to §207
  • To go EAST turn to §235
  • To go WEST turn to §177

§207

You step into a combat pit carved from rough schist. A stream of dry air fills the space. It is clear.

  • To go NORTH turn to §206
  • To go SOUTH turn to §208
  • To go EAST turn to §236
  • To go WEST turn to §178

§208

You come to a workshop with a fetid stink. A breath of dry air expands across the area.

  • To go NORTH turn to §207
  • To go EAST turn to §237
  • To go WEST turn to §179

§209

You are in a run-down treasury. There is something vaguely odd about this place.

  • To go SOUTH turn to §210
  • To go EAST turn to §240
  • To go WEST turn to §182

§210

You come to a run-down stable. The chamber looks clear.

  • To go NORTH turn to §209
  • To go EAST turn to §241

§211

You enter an abandoned pen. A current of hot air permeates the chamber. It looks clear.

  • To go SOUTH turn to §212
  • To go EAST turn to §242
  • To go WEST turn to §184

§212

You step into a wardrobe. A draft of hot air spreads within the chamber.

  • To go NORTH turn to §211
  • To go WEST turn to §185

§213

You are in an assembly hall. The chamber looks empty.

  • To go SOUTH turn to §214
  • To go EAST turn to §244
  • To go WEST turn to §187

§214

You enter a museum. The chamber looks vacant.

  • To go NORTH turn to §213
  • To go SOUTH turn to §215
  • To go EAST turn to §245
  • To go WEST turn to §188

§215

You are in a museum. A flow of dry air fills the room.

  • To go NORTH turn to §214
  • To go SOUTH turn to §216
  • To go EAST turn to §246
  • To go WEST turn to §189

§216

You step into a ruined barn. A blast of rancid air expands within the room.

  • To go NORTH turn to §215
  • To go EAST turn to §247
  • To go WEST turn to §190

§217

You enter a decaying statuary. A draft of cold air permeates the chamber.

  • To go EAST turn to §251
  • To go WEST turn to §194

§218

You are in a crumbling great hall. Two blackguards named Vladimir and Estragon are sitting here.

  • To go SOUTH turn to §219
  • To go EAST turn to §252
  • To go WEST turn to §195

§219

You are in a cage. The space seems empty.

  • To go NORTH turn to §218
  • To go SOUTH turn to §220
  • To go EAST turn to §253
  • To go WEST turn to §196

§220

You enter a run-down study. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). You must FIGHT. The monster gains initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §219
  • To go SOUTH turn to §221
  • To go EAST turn to §254

§221

You enter a wrecked antechamber. There is a monster here: BLOOD WORM (STRENGTH: 10, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a chest containing exquisite diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §220

  • To go SOUTH turn to §222

  • To go EAST turn to §255

  • To go WEST turn to §197

§222

You step into a shrine cut out of rough rock. A rush of dry air permeates the space. It feels clear.

  • To go NORTH turn to §221
  • To go SOUTH turn to §223
  • To go EAST turn to §256
  • To go WEST turn to §198

§223

You step into a wrecked laboratory. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature scuttles away into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find bronze ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §222

  • To go SOUTH turn to §224

  • To go EAST turn to §257

  • To go WEST turn to §199

§224

You are in an abandoned barn. A draft of rancid air fills the room.

  • To go NORTH turn to §223
  • To go SOUTH turn to §225
  • To go EAST turn to §258

§225

You enter a ruined bedroom. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §224
  • To go SOUTH turn to §226
  • To go WEST turn to §200

§226

You are in a stable. The chamber is clear.

  • To go NORTH turn to §225
  • To go EAST turn to §259
  • To go WEST turn to §201

§227

You come to an abandoned closet. A breath of cold air expands across the space. It seems abandoned.

  • To go SOUTH turn to §228
  • To go WEST turn to §202

§228

You are in a great hall. There is a monster here: BRISTLE BOAR (STRENGTH: 14, STAMINA: 18). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a bag of precious diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §227

  • To go SOUTH turn to §229

  • To go EAST turn to §261

§229

You step into a run-down shrine hewn out of smooth rock. There is something vaguely odd about this place.

  • To go NORTH turn to §228
  • To go SOUTH turn to §230
  • To go EAST turn to §262
  • To go WEST turn to §203

§230

You are in an abandoned pen. A stream of dry air permeates the room. It seems empty.

  • To go NORTH turn to §229
  • To go SOUTH turn to §231
  • To go EAST turn to §263
  • To go WEST turn to §204

§231

You step into a prison. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find gold coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §230

  • To go SOUTH turn to §232

  • To go EAST turn to §264

  • To go WEST turn to §205

§232

You come to a wrecked shrine shaped from smooth stone. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. You gain initiative. You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §231
  • To go EAST turn to §265

§233

You are in a closet. The space is abandoned.

  • To go SOUTH turn to §234
  • To go EAST turn to §272

§234

You enter a decaying treasury. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative. You find a box of exquisite emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §233
  • To go EAST turn to §273

§235

You step into a decaying great hall. A blast of dry air fills the chamber. It looks empty.

  • To go SOUTH turn to §236
  • To go EAST turn to §274
  • To go WEST turn to §206

§236

You step into a wardrobe. The chamber feels clear.

  • To go NORTH turn to §235
  • To go SOUTH turn to §237
  • To go EAST turn to §275
  • To go WEST turn to §207

§237

You are in a tannery with a fetid stink. Something here feels not quite right. You contine forward until noticing a loose flagstone. To avoid the trap, you must dive clear in time. Roll against SKILL. If your roll succeeds, exit safely. If you fail, continue.

FAILURE:

A poison-tipped saw blade snaps out of a hidden compartment and strikes you. Take 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §236
  • To go SOUTH turn to §238
  • To go EAST turn to §276
  • To go WEST turn to §208

§238

You step into a combat pit cut out of pitted granite. A blast of warm air expands inside the area.

  • To go NORTH turn to §237
  • To go SOUTH turn to §239
  • To go EAST turn to §277

§239

You step into an abandoned combat pit shaped from smooth stone. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §238

  • To go SOUTH turn to §240

  • To go EAST turn to §278

§240

You are in a ruined map room. A flow of dry air fills the space.

  • To go NORTH turn to §239
  • To go SOUTH turn to §241
  • To go EAST turn to §279
  • To go WEST turn to §209

§241

You enter an antechamber. There is something vaguely odd about this place.

  • To go NORTH turn to §240
  • To go EAST turn to §280
  • To go WEST turn to §210

§242

You come to an abandoned barn. There is something strange about this place. You step cautiously forward before suddenly stumbling over a loose flagstone. To avoid the trap, you must leap to safety. Test your SKILL. If successful, then exit safely. If you fail, keep reading.

FAILURE:

A blade snaps out of a hidden compartment and strikes you. Take 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go EAST turn to §282
  • To go WEST turn to §211

§243

You step into a scriptorium. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative. You find gold coins here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §244
  • To go EAST turn to §283

§244

You are in an abandoned guardroom. The chamber looks vacant.

  • To go NORTH turn to §243
  • To go SOUTH turn to §245
  • To go EAST turn to §284
  • To go WEST turn to §213

§245

You are in a forge. A current of hot air permeates the area. It looks clear.

  • To go NORTH turn to §244
  • To go SOUTH turn to §246
  • To go EAST turn to §285
  • To go WEST turn to §214

§246

You come to a barracks. A breath of hot air fills the area. It feels clear.

  • To go NORTH turn to §245
  • To go SOUTH turn to §247
  • To go WEST turn to §215

§247

You are in an abandoned barracks. Two miscreants called Vladimir and Estragon are waiting here.

  • To go NORTH turn to §246
  • To go SOUTH turn to §248
  • To go EAST turn to §286
  • To go WEST turn to §216

§248

You enter a barn. A current of cold air spreads inside the space.

  • To go NORTH turn to §247
  • To go SOUTH turn to §249
  • To go EAST turn to §287

§249

You are in a guardroom. There is something odd about this place. You step cautiously forward until noticing a pressure plate. To dodge the trap, you must dive to safety. Roll against SKILL. If your roll succeeds, go to one of the exits. If you fail, continue reading.

FAILURE:

A poison-tipped spike snaps out of a hidden compartment and strikes you. Deduct 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §248
  • To go SOUTH turn to §250

§250

You come to a closet. A current of cold air permeates the area. It is vacant.

  • To go NORTH turn to §249
  • To go SOUTH turn to §251

§251

You step into an armory. There is a monster here: BRISTLE BOAR (STRENGTH: 14, STAMINA: 18). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a box of precious diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §250

  • To go WEST turn to §217

§252

You step into a shrine. Something here feels strange. You contine forward until suddenly stumbling over a loose flagstone. To dodge the trap, you must leap to safety. Test your SKILL. If you succeed, you can exit safely. Otherwise, keep reading.

FAILURE:

A poison-tipped spike shoots out of a hidden compartment and strikes you. Take 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go SOUTH turn to §253
  • To go EAST turn to §288
  • To go WEST turn to §218

§253

You step into a shrine. A draft of warm air spreads in the area.

  • To go NORTH turn to §252
  • To go SOUTH turn to §254
  • To go EAST turn to §289
  • To go WEST turn to §219

§254

You are in an armory. A current of stale air fills the area. It feels vacant.

  • To go NORTH turn to §253
  • To go SOUTH turn to §255
  • To go WEST turn to §220

§255

You enter a gallery. A rush of stale air fills the space. It feels clear.

  • To go NORTH turn to §254
  • To go SOUTH turn to §256
  • To go WEST turn to §221

§256

You are in a treasury. The area looks empty.

  • To go NORTH turn to §255
  • To go SOUTH turn to §257
  • To go EAST turn to §290
  • To go WEST turn to §222

§257

You step into an abandoned barn. There is something odd about this place. You contine forward until noticing a pressure plate. To avoid the trap, you must dive clear in time. Roll against SKILL. If successful, then choose one of the exits. If you fail, continue reading.

FAILURE:

A poison-tipped blade drops down from the ceiling and strikes you. Deduct 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §256
  • To go SOUTH turn to §258
  • To go EAST turn to §291
  • To go WEST turn to §223

§258

You step into a combat pit. A draft of dry air spreads through the space.

  • To go NORTH turn to §257
  • To go WEST turn to §224

§259

You come to a crumbling museum. A stream of rancid air fills the room.

  • To go SOUTH turn to §260
  • To go WEST turn to §226

§260

You step into an abandoned cage. A blast of rancid air fills the room.

  • To go NORTH turn to §259
  • To go EAST turn to §292

§261

You enter a laboratory. You find gold ingots here.

  • To go SOUTH turn to §262
  • To go EAST turn to §295
  • To go WEST turn to §228

§262

You enter a ruined shrine. The chamber seems empty.

  • To go NORTH turn to §261
  • To go SOUTH turn to §263
  • To go EAST turn to §296
  • To go WEST turn to §229

§263

You are in a bedroom. A flow of hot air fills the room. It feels vacant.

  • To go NORTH turn to §262
  • To go SOUTH turn to §264
  • To go EAST turn to §297
  • To go WEST turn to §230

§264

You come to an abandoned statuary. There is a monster here: BLOOD WORM (STRENGTH: 10, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature retreats into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go NORTH turn to §263

  • To go SOUTH turn to §265

  • To go WEST turn to §231

§265

You enter a wrecked cage. A rush of dry air spreads across the area.

  • To go NORTH turn to §264
  • To go SOUTH turn to §266
  • To go EAST turn to §298
  • To go WEST turn to §232

§266

You enter a pen. A draft of stale air fills the space. It looks vacant.

  • To go NORTH turn to §265
  • To go SOUTH turn to §267
  • To go EAST turn to §299

§267

You enter a run-down forge. A stream of stale air spreads in the chamber.

  • To go NORTH turn to §266
  • To go SOUTH turn to §268

§268

You are in a shrine. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). You must FIGHT. You gain initiative.

  • To go NORTH turn to §267
  • To go EAST turn to §300

§269

You come to a barracks. A draft of rancid air expands in the room. It seems vacant.

  • To go SOUTH turn to §270
  • To go EAST turn to §302

§270

You are in a stable. The room looks vacant.

  • To go NORTH turn to §269
  • To go SOUTH turn to §271

§271

You are in a run-down barracks. There is something vaguely odd about this place.

  • To go NORTH turn to §270
  • To go SOUTH turn to §272

§272

You step into a crumbling pantry. The area feels vacant.

  • To go NORTH turn to §271
  • To go SOUTH turn to §273
  • To go EAST turn to §303
  • To go WEST turn to §233

§273

You step into a forge. There is something vaguely odd about this place.

  • To go NORTH turn to §272
  • To go EAST turn to §304
  • To go WEST turn to §234

§274

You are in a barracks. A flow of dry air expands across the chamber. It feels clear.

  • To go SOUTH turn to §275
  • To go EAST turn to §305
  • To go WEST turn to §235

§275

You are in a pen. A draft of dry air spreads within the space. It feels abandoned.

  • To go NORTH turn to §274
  • To go SOUTH turn to §276
  • To go EAST turn to §306
  • To go WEST turn to §236

§276

You step into a cage. A current of dry air spreads inside the area.

  • To go NORTH turn to §275
  • To go SOUTH turn to §277
  • To go EAST turn to §307
  • To go WEST turn to §237

§277

You enter a shrine. A flow of stale air fills the space. It feels empty.

  • To go NORTH turn to §276
  • To go SOUTH turn to §278
  • To go EAST turn to §308
  • To go WEST turn to §238

§278

You enter a gallery. The room looks clear.

  • To go NORTH turn to §277
  • To go SOUTH turn to §279
  • To go EAST turn to §309
  • To go WEST turn to §239

§279

You come to a combat pit hewn from pitted sandstone. The chamber feels clear.

  • To go NORTH turn to §278
  • To go SOUTH turn to §280
  • To go EAST turn to §310
  • To go WEST turn to §240

§280

You step into a laboratory. The area is empty.

  • To go NORTH turn to §279
  • To go SOUTH turn to §281
  • To go EAST turn to §311
  • To go WEST turn to §241

§281

You are in a wrecked laboratory. There is something odd about this place. You step cautiously forward before noticing a loose flagstone. To avoid the trap, you must jump clear in time. Roll against SKILL. If successful, then go to one of the exits. If you fail, continue below.

FAILURE:

A poison-coated saw blade drops down from the ceiling and strikes you. Deduct 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §280
  • To go SOUTH turn to §282
  • To go EAST turn to §312

§282

You step into a wrecked treasury. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a bag of exquisite diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §281

  • To go EAST turn to §313

  • To go WEST turn to §242

§283

You step into a ruined laboratory. A breath of rancid air expands through the chamber. It seems vacant.

  • To go SOUTH turn to §284
  • To go WEST turn to §243

§284

You enter a run-down combat pit carved out of pitted rock. Something here feels odd. You step cautiously forward until suddenly stumbling over a pressure plate. To avoid the trap, you must leap clear in time. Roll against SKILL. If your roll succeeds, choose one of the exits. Otherwise, continue reading.

FAILURE:

A poison-tipped spear drops down from the ceiling and strikes you. Deduct 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §283
  • To go SOUTH turn to §285
  • To go WEST turn to §244

§285

You come to a statuary. A draft of rancid air spreads within the room.

  • To go NORTH turn to §284
  • To go WEST turn to §245

§286

You enter a pantry. A flow of hot air spreads through the space.

  • To go SOUTH turn to §287
  • To go WEST turn to §247

§287

You come to a wrecked workshop scattered with shards of pottery. A rush of hot air fills the room.

  • To go NORTH turn to §286
  • To go WEST turn to §248

§288

You enter a decaying stable. A current of stale air spreads in the chamber. It looks empty.

  • To go SOUTH turn to §289
  • To go EAST turn to §318
  • To go WEST turn to §252

§289

You step into an abandoned bedroom. You find a bag of exquisite emeralds here.

  • To go NORTH turn to §288
  • To go EAST turn to §319
  • To go WEST turn to §253

§290

You are in a run-down bedroom. There is a monster here: OGRE (STRENGTH: 12, STAMINA: 20). You must FIGHT. The monster gains initiative.

  • To go SOUTH turn to §291
  • To go WEST turn to §256

§291

You enter a prison. A draft of dry air spreads inside the area.

  • To go NORTH turn to §290
  • To go WEST turn to §257

§292

You step into a wreckage-strewn museum. A draft of stale air fills the area.

  • To go SOUTH turn to §293
  • To go WEST turn to §260

§293

You step into a crumbling stable. The area feels clear.

  • To go NORTH turn to §292
  • To go SOUTH turn to §294

§294

You are in a barracks. The chamber feels clear.

  • To go NORTH turn to §293
  • To go SOUTH turn to §295

§295

You enter a shrine carved out of rough rock. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §294

  • To go SOUTH turn to §296

  • To go WEST turn to §261

§296

You are in a crumbling guardroom. A current of dry air permeates the room. It seems vacant.

  • To go NORTH turn to §295
  • To go SOUTH turn to §297
  • To go WEST turn to §262

§297

You are in a shrine hewn out of smooth granite. A rush of warm air permeates the space.

  • To go NORTH turn to §296
  • To go WEST turn to §263

§298

You come to an abandoned stable. The space looks empty.

  • To go SOUTH turn to §299
  • To go EAST turn to §320
  • To go WEST turn to §265

§299

You are in a workshop with a fetid smell. The area is abandoned.

  • To go NORTH turn to §298
  • To go EAST turn to §321
  • To go WEST turn to §266

§300

You come to a shrine shaped out of pitted gneiss. A blast of cold air spreads in the area.

  • To go SOUTH turn to §301
  • To go EAST turn to §323
  • To go WEST turn to §268

§301

You come to a ruined great hall. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §300

  • To go SOUTH turn to §302

§302

You come to a cage. A breath of hot air spreads in the chamber. It seems vacant.

  • To go NORTH turn to §301
  • To go WEST turn to §269

§303

You enter a run-down bedroom. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §304

  • To go EAST turn to §325

  • To go WEST turn to §272

§304

You step into a workshop. The space feels abandoned.

  • To go NORTH turn to §303
  • To go WEST turn to §273

§305

You come to a cage. There is a monster here: CARNIVOROUS BLOB (STRENGTH: 10, STAMINA: 14). You must FIGHT. The monster gains initiative.

  • To go SOUTH turn to §306
  • To go EAST turn to §332
  • To go WEST turn to §274

§306

You come to a ruined combat pit. There is a monster here: GIANT SCORPION (STRENGTH: 12, STAMINA: 12). You must FIGHT. You gain initiative.

  • To go NORTH turn to §305
  • To go SOUTH turn to §307
  • To go EAST turn to §333
  • To go WEST turn to §275

§307

You enter a ruined prison. There is a monster here: BRISTLE BOAR (STRENGTH: 14, STAMINA: 18). You must FIGHT. The monster gains initiative. You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §306
  • To go SOUTH turn to §308
  • To go EAST turn to §334
  • To go WEST turn to §276

§308

You enter a prison. A blast of hot air permeates the area. It feels empty.

  • To go NORTH turn to §307
  • To go SOUTH turn to §309
  • To go WEST turn to §277

§309

You come to a workshop scattered with shards of pottery. The room seems empty.

  • To go NORTH turn to §308
  • To go SOUTH turn to §310
  • To go WEST turn to §278

§310

You are in a wrecked prison. You find silver ingots here.

  • To go NORTH turn to §309
  • To go SOUTH turn to §311
  • To go WEST turn to §279

§311

You are in a shrine. A blast of warm air permeates the room.

  • To go NORTH turn to §310
  • To go SOUTH turn to §312
  • To go WEST turn to §280

§312

You enter a hall. A current of dry air spreads inside the space. It is vacant.

  • To go NORTH turn to §311
  • To go SOUTH turn to §313
  • To go WEST turn to §281

§313

You step into a shrine. A breath of rancid air expands across the chamber.

  • To go NORTH turn to §312
  • To go SOUTH turn to §314
  • To go EAST turn to §335
  • To go WEST turn to §282

§314

You enter a map room. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find bronze ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §313

  • To go SOUTH turn to §315

  • To go EAST turn to §336

§315

You step into a kitchen. A breath of rancid air expands through the area.

  • To go NORTH turn to §314
  • To go EAST turn to §337

§316

You come to a wreckage-strewn antechamber. Two tramps called Rosencrantz and Guildenstern are sitting here.

  • To go SOUTH turn to §317
  • To go EAST turn to §338

§317

You enter a run-down tannery. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §316

  • To go EAST turn to §339

§318

You are in a cage. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative.

  • To go SOUTH turn to §319
  • To go EAST turn to §343
  • To go WEST turn to §288

§319

You enter a wreckage-strewn closet. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative. You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §318
  • To go EAST turn to §344
  • To go WEST turn to §289

§320

You enter a decaying barracks. The chamber is abandoned.

  • To go SOUTH turn to §321
  • To go EAST turn to §345
  • To go WEST turn to §298

§321

You enter a closet. A stream of cold air fills the area. It looks clear.

  • To go NORTH turn to §320
  • To go SOUTH turn to §322
  • To go EAST turn to §346
  • To go WEST turn to §299

§322

You are in a study. There is something not quite right about this place. You contine forward until noticing a loose flagstone. To dodge the trap, you must jump clear in time. Test your SKILL. If your roll succeeds, go to one of the exits. If you fail, continue below.

FAILURE:

A saw blade shoots out of a hidden compartment and strikes you. Deduct 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §321
  • To go SOUTH turn to §323
  • To go EAST turn to §347

§323

You come to a bedroom. A rush of rancid air expands inside the space.

  • To go NORTH turn to §322
  • To go EAST turn to §348
  • To go WEST turn to §300

§324

You are in a crumbling prison. The area feels abandoned.

  • To go SOUTH turn to §325
  • To go EAST turn to §352

§325

You enter a crumbling shrine. There is a monster here: DIRE BAT (STRENGTH: 7, STAMINA: 7). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature retreats into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go NORTH turn to §324

  • To go WEST turn to §303

§326

You come to a prison. A current of cold air expands within the room. It looks empty.

  • To go SOUTH turn to §327
  • To go EAST turn to §353

§327

You come to an abandoned library. A stream of warm air expands in the chamber. It looks clear.

  • To go NORTH turn to §326
  • To go SOUTH turn to §328
  • To go EAST turn to §354

§328

You are in a pen. There is a monster here: CARNIVOROUS BLOB (STRENGTH: 10, STAMINA: 14). You must FIGHT. You gain initiative.

  • To go NORTH turn to §327
  • To go SOUTH turn to §329
  • To go EAST turn to §355

§329

You are in a prison. The area looks empty.

  • To go NORTH turn to §328
  • To go SOUTH turn to §330
  • To go EAST turn to §356

§330

You enter a map room. A blast of hot air permeates the chamber.

  • To go NORTH turn to §329
  • To go SOUTH turn to §331
  • To go EAST turn to §357

§331

You step into a decaying treasury. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). You must FIGHT. You gain initiative. You find a bag of exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §330
  • To go SOUTH turn to §332
  • To go EAST turn to §358

§332

You come to a run-down pen. A current of stale air expands in the area.

  • To go NORTH turn to §331
  • To go SOUTH turn to §333
  • To go EAST turn to §359
  • To go WEST turn to §305

§333

You come to a crumbling gallery. You find silver ingots here.

  • To go NORTH turn to §332
  • To go SOUTH turn to §334
  • To go EAST turn to §360
  • To go WEST turn to §306

§334

You step into a run-down closet. The area feels abandoned.

  • To go NORTH turn to §333
  • To go EAST turn to §361
  • To go WEST turn to §307

§335

You come to a barracks. You find bronze ingots here.

  • To go SOUTH turn to §336
  • To go EAST turn to §367
  • To go WEST turn to §313

§336

You step into a workshop. The space is clear.

  • To go NORTH turn to §335
  • To go SOUTH turn to §337
  • To go EAST turn to §368
  • To go WEST turn to §314

§337

You come to a combat pit. A current of stale air spreads through the area.

  • To go NORTH turn to §336
  • To go EAST turn to §369
  • To go WEST turn to §315

§338

You step into a shrine. There is something vaguely odd about this place.

  • To go SOUTH turn to §339
  • To go EAST turn to §374
  • To go WEST turn to §316

§339

You come to a crumbling map room. A breath of stale air permeates the room.

  • To go NORTH turn to §338
  • To go SOUTH turn to §340
  • To go WEST turn to §317

§340

You step into a crumbling wardrobe. A draft of rancid air permeates the space. It looks abandoned.

  • To go NORTH turn to §339
  • To go SOUTH turn to §341
  • To go EAST turn to §375

§341

You are in an abandoned shrine cut from pitted schist. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). You must FIGHT. You gain initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §340
  • To go SOUTH turn to §342
  • To go EAST turn to §376

§342

You are in an abandoned shrine hewn from pitted gneiss. A rush of hot air spreads through the area. It looks clear.

  • To go NORTH turn to §341
  • To go SOUTH turn to §343
  • To go EAST turn to §377

§343

You enter a decaying workshop with a foul stink. The space looks vacant.

  • To go NORTH turn to §342
  • To go SOUTH turn to §344
  • To go WEST turn to §318

§344

You enter a closet. There is a monster here: OGRE (STRENGTH: 12, STAMINA: 20). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §343

  • To go EAST turn to §378

  • To go WEST turn to §319

§345

You enter a cage. There is a monster here: BRISTLE BOAR (STRENGTH: 14, STAMINA: 18). You must FIGHT. You gain initiative.

  • To go SOUTH turn to §346
  • To go EAST turn to §380
  • To go WEST turn to §320

§346

You come to a wrecked shrine. The area seems clear.

  • To go NORTH turn to §345
  • To go SOUTH turn to §347
  • To go EAST turn to §381
  • To go WEST turn to §321

§347

You step into a decaying treasury. The chamber seems vacant.

  • To go NORTH turn to §346
  • To go SOUTH turn to §348
  • To go EAST turn to §382
  • To go WEST turn to §322

§348

You enter a prison. The room is empty.

  • To go NORTH turn to §347
  • To go SOUTH turn to §349
  • To go EAST turn to §383
  • To go WEST turn to §323

§349

You enter a shrine shaped out of rough quartz. The area looks empty.

  • To go NORTH turn to §348
  • To go SOUTH turn to §350
  • To go EAST turn to §384

§350

You enter a run-down prison. There is a monster here: BLOOD WORM (STRENGTH: 10, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go NORTH turn to §349

  • To go SOUTH turn to §351

  • To go EAST turn to §385

§351

You step into a wrecked guardroom. A breath of hot air permeates the area.

  • To go NORTH turn to §350
  • To go SOUTH turn to §352
  • To go EAST turn to §386

§352

You step into a pen. A flow of hot air spreads in the area. It looks abandoned.

  • To go NORTH turn to §351
  • To go WEST turn to §324

§353

You step into a laboratory. A rush of dry air spreads across the chamber. It looks vacant.

  • To go SOUTH turn to §354
  • To go WEST turn to §326

§354

You step into a study. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). You must FIGHT. You gain initiative. You find bronze ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §353
  • To go SOUTH turn to §355
  • To go WEST turn to §327

§355

You come to a run-down armory. Two reprobates named Rosencrantz and Guildenstern are waiting here.

  • To go NORTH turn to §354
  • To go SOUTH turn to §356
  • To go EAST turn to §387
  • To go WEST turn to §328

§356

You enter a wrecked map room. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go NORTH turn to §355

  • To go SOUTH turn to §357

  • To go EAST turn to §388

  • To go WEST turn to §329

§357

You are in a wreckage-strewn stable. A breath of stale air spreads inside the chamber.

  • To go NORTH turn to §356
  • To go SOUTH turn to §358
  • To go EAST turn to §389
  • To go WEST turn to §330

§358

You enter a statuary. A draft of stale air permeates the space.

  • To go NORTH turn to §357
  • To go SOUTH turn to §359
  • To go EAST turn to §390
  • To go WEST turn to §331

§359

You step into a cage. The chamber looks empty.

  • To go NORTH turn to §358
  • To go SOUTH turn to §360
  • To go WEST turn to §332

§360

You are in a shrine carved from pitted crystal. A flow of stale air spreads within the area. It seems clear.

  • To go NORTH turn to §359
  • To go SOUTH turn to §361
  • To go WEST turn to §333

§361

You come to a wrecked shrine. The room seems empty.

  • To go NORTH turn to §360
  • To go SOUTH turn to §362
  • To go EAST turn to §391
  • To go WEST turn to §334

§362

You enter an abandoned tannery. You find a chest containing exquisite rubies here.

  • To go NORTH turn to §361
  • To go SOUTH turn to §363
  • To go EAST turn to §392

§363

You are in a crumbling closet. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). You must FIGHT. You gain initiative.

  • To go NORTH turn to §362
  • To go SOUTH turn to §364

§364

You step into a ruined shrine hewn from rough chalk. There is a monster here: GIANT SCORPION (STRENGTH: 12, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature scuttles off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a bag of exquisite diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §363

  • To go SOUTH turn to §365

§365

You are in a barracks. The room seems clear.

  • To go NORTH turn to §364
  • To go SOUTH turn to §366
  • To go EAST turn to §393

§366

You enter a wreckage-strewn tannery with a unpleasant odour. A blast of cold air spreads within the space. It looks clear.

  • To go NORTH turn to §365
  • To go SOUTH turn to §367
  • To go EAST turn to §394

§367

You come to a run-down assembly hall. A rush of rancid air permeates the area. It feels clear.

  • To go NORTH turn to §366
  • To go SOUTH turn to §368
  • To go WEST turn to §335

§368

You enter a ruined assembly hall. There is a monster here: GIANT SCORPION (STRENGTH: 12, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs away into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find gold coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §367

  • To go SOUTH turn to §369

  • To go EAST turn to §395

  • To go WEST turn to §336

§369

You enter a museum. You find bronze coins here.

  • To go NORTH turn to §368
  • To go EAST turn to §396
  • To go WEST turn to §337

§370

You step into an abandoned pantry. A flow of stale air expands within the space. It feels clear.

  • To go SOUTH turn to §371
  • To go EAST turn to §398

§371

You enter a run-down treasury. The space feels clear.

  • To go NORTH turn to §370
  • To go SOUTH turn to §372

§372

You come to a gallery. A rush of cold air fills the chamber. It seems empty.

  • To go NORTH turn to §371
  • To go SOUTH turn to §373

§373

You step into a pen. The chamber looks empty.

  • To go NORTH turn to §372
  • To go SOUTH turn to §374

§374

You come to a wreckage-strewn assembly hall. A stream of warm air expands inside the area. It looks abandoned.

  • To go NORTH turn to §373
  • To go WEST turn to §338

§375

You enter an abandoned closet. A current of cold air permeates the space. It looks clear.

  • To go SOUTH turn to §376
  • To go EAST turn to §399
  • To go WEST turn to §340

§376

You come to a wreckage-strewn pen. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §375

  • To go SOUTH turn to §377

  • To go EAST turn to §400

  • To go WEST turn to §341

§377

You are in an armory. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). You must FIGHT. The monster gains initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §376
  • To go EAST turn to §401
  • To go WEST turn to §342

§378

You come to an abandoned study. There is a monster here: BLOOD WORM (STRENGTH: 10, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §379

  • To go WEST turn to §344

§379

You are in a barn. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). You must FIGHT. You gain initiative. You find a box of precious emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §378
  • To go EAST turn to §402

§380

You enter a forge. A rush of dry air expands across the chamber.

  • To go SOUTH turn to §381
  • To go EAST turn to §403
  • To go WEST turn to §345

§381

You come to a treasury. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative. You find a box of exquisite emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §380
  • To go SOUTH turn to §382
  • To go EAST turn to §404
  • To go WEST turn to §346

§382

You come to a barracks. You find a chest containing precious diamonds here.

  • To go NORTH turn to §381
  • To go SOUTH turn to §383
  • To go WEST turn to §347

§383

You come to a treasury. The area looks abandoned.

  • To go NORTH turn to §382
  • To go SOUTH turn to §384
  • To go WEST turn to §348

§384

You enter an abandoned guardroom. The room seems abandoned.

  • To go NORTH turn to §383
  • To go SOUTH turn to §385
  • To go WEST turn to §349

§385

You are in a prison. A current of stale air spreads inside the area. It looks vacant.

  • To go NORTH turn to §384
  • To go SOUTH turn to §386
  • To go WEST turn to §350

§386

You enter a wrecked scriptorium. A flow of dry air permeates the room. It is clear.

  • To go NORTH turn to §385
  • To go WEST turn to §351

§387

You are in a map room. You find gold ingots here.

  • To go SOUTH turn to §388
  • To go EAST turn to §405
  • To go WEST turn to §355

§388

You are in a run-down prison. A draft of rancid air expands within the chamber. It looks vacant.

  • To go NORTH turn to §387
  • To go SOUTH turn to §389
  • To go EAST turn to §406
  • To go WEST turn to §356

§389

You are in a great hall. A flow of warm air fills the area.

  • To go NORTH turn to §388
  • To go SOUTH turn to §390
  • To go EAST turn to §407
  • To go WEST turn to §357

§390

You enter a guardroom. The area seems vacant.

  • To go NORTH turn to §389
  • To go EAST turn to §408
  • To go WEST turn to §358

§391

You enter a museum. A draft of cold air permeates the area. It looks empty.

  • To go SOUTH turn to §392
  • To go EAST turn to §411
  • To go WEST turn to §361

§392

You enter a workshop scattered with flotsam and jetsam. The area looks vacant.

  • To go NORTH turn to §391
  • To go EAST turn to §412
  • To go WEST turn to §362

§393

You come to a decaying prison. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §394

  • To go EAST turn to §413

  • To go WEST turn to §365

§394

You are in a wreckage-strewn cage. The area feels empty.

  • To go NORTH turn to §393
  • To go EAST turn to §414
  • To go WEST turn to §366

§395

You come to a barn. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). You must FIGHT. The monster gains initiative. You find a bag of precious diamonds here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §396
  • To go EAST turn to §416
  • To go WEST turn to §368

§396

You enter a great hall. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §395
  • To go EAST turn to §417
  • To go WEST turn to §369

§397

You are in a wrecked prison. There is a monster here: SLIME (STRENGTH: 6, STAMINA: 7). You must FIGHT. The monster gains initiative. You find a chest containing exquisite emeralds here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §398
  • To go EAST turn to §421

§398

You are in an abandoned treasury. The chamber looks clear.

  • To go NORTH turn to §397
  • To go EAST turn to §422
  • To go WEST turn to §370

§399

You come to a laboratory. A breath of dry air spreads through the area. It seems empty.

  • To go SOUTH turn to §400
  • To go EAST turn to §425
  • To go WEST turn to §375

§400

You step into a decaying shrine. A draft of stale air spreads within the chamber.

  • To go NORTH turn to §399
  • To go SOUTH turn to §401
  • To go EAST turn to §426
  • To go WEST turn to §376

§401

You are in a ruined guardroom. A blast of cold air fills the area.

  • To go NORTH turn to §400
  • To go WEST turn to §377

§402

You are in a tannery with a fetid stench. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). You must FIGHT. The monster gains initiative. You find a box of precious emeralds here. If you defeat the monster, you can take the treasure.

  • To go EAST turn to §427
  • To go WEST turn to §379

§403

You step into a statuary. The space feels empty.

  • To go SOUTH turn to §404
  • To go WEST turn to §380

§404

You are in a prison. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a bag of exquisite emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §403

  • To go EAST turn to §428

  • To go WEST turn to §381

§405

You enter a combat pit cut from smooth shale. A flow of rancid air permeates the room.

  • To go SOUTH turn to §406
  • To go WEST turn to §387

§406

You are in a run-down map room. There is a monster here: CARNIVOROUS BLOB (STRENGTH: 10, STAMINA: 14). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §405

  • To go SOUTH turn to §407

  • To go WEST turn to §388

§407

You enter a wardrobe. A rush of stale air fills the space. It looks abandoned.

  • To go NORTH turn to §406
  • To go SOUTH turn to §408
  • To go WEST turn to §389

§408

You enter a pen. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). You must FIGHT. You gain initiative. You find a chest containing precious emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §407
  • To go SOUTH turn to §409
  • To go EAST turn to §431
  • To go WEST turn to §390

§409

You step into a tannery. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs away into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a box of precious emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §408

  • To go SOUTH turn to §410

  • To go EAST turn to §432

§410

You come to a kitchen with a repellent stink. A breath of dry air expands within the area. It is empty.

  • To go NORTH turn to §409
  • To go SOUTH turn to §411
  • To go EAST turn to §433

§411

You enter an abandoned arena shaped out of pitted granite. There is something strange about this place. You step cautiously forward until suddenly stumbling over a loose flagstone. To dodge the trap, you must leap to safety. Test your SKILL. If you succeed, you can exit safely. Otherwise, continue.

FAILURE:

A poison-tipped saw blade drops down from the ceiling and strikes you. Take 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §410
  • To go SOUTH turn to §412
  • To go EAST turn to §434
  • To go WEST turn to §391

§412

You are in a shrine. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature retreats into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §411

  • To go EAST turn to §435

  • To go WEST turn to §392

§413

You step into a wrecked forge. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). You must FIGHT. The monster gains initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §414
  • To go EAST turn to §437
  • To go WEST turn to §393

§414

You come to a barn. A current of warm air spreads through the area. It is clear.

  • To go NORTH turn to §413
  • To go SOUTH turn to §415
  • To go WEST turn to §394

§415

You are in an arena. A flow of hot air permeates the area.

  • To go NORTH turn to §414
  • To go SOUTH turn to §416

§416

You enter a crumbling great hall. There is something odd about this place. You contine forward until suddenly stumbling over a loose flagstone. To avoid the trap, you must jump to safety. Test your SKILL. If successful, then choose an exit path. If you fail, continue reading.

FAILURE:

A poison-tipped blade shoots out of a hidden compartment and strikes you. Deduct 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §415
  • To go SOUTH turn to §417
  • To go WEST turn to §395

§417

You step into a combat pit carved from pitted stone. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative. You find a box of precious diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §416
  • To go EAST turn to §438
  • To go WEST turn to §396

§418

You enter a decaying antechamber. There is something vaguely odd about this place.

  • To go SOUTH turn to §419
  • To go EAST turn to §440

§419

You step into a kitchen scattered with fragments of clay. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a chest containing exquisite diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §418

  • To go SOUTH turn to §420

  • To go EAST turn to §441

§420

You come to a pantry. The area seems vacant.

  • To go NORTH turn to §419
  • To go EAST turn to §442

§421

You enter a guardroom. A rush of warm air spreads through the room. It feels vacant.

  • To go SOUTH turn to §422
  • To go EAST turn to §444
  • To go WEST turn to §397

§422

You step into a wreckage-strewn library. A blast of cold air expands through the chamber. It seems vacant.

  • To go NORTH turn to §421
  • To go SOUTH turn to §423
  • To go EAST turn to §445
  • To go WEST turn to §398

§423

You are in a hall. A rush of hot air permeates the room.

  • To go NORTH turn to §422
  • To go SOUTH turn to §424
  • To go EAST turn to §446

§424

You are in an abandoned statuary. A draft of dry air expands inside the area. It looks vacant.

  • To go NORTH turn to §423
  • To go EAST turn to §447

§425

You enter a run-down arena hewn out of smooth quartz. A current of hot air expands inside the space.

  • To go SOUTH turn to §426
  • To go WEST turn to §399

§426

You come to an abandoned scriptorium. There is something vaguely odd about this place.

  • To go NORTH turn to §425
  • To go EAST turn to §450
  • To go WEST turn to §400

§427

You are in an antechamber. A draft of warm air spreads across the chamber.

  • To go EAST turn to §454
  • To go WEST turn to §402

§428

You are in a shrine. A draft of rancid air permeates the room. It feels vacant.

  • To go EAST turn to §455
  • To go WEST turn to §404

§429

You are in a wreckage-strewn wardrobe. A stream of rancid air permeates the area. It is clear.

  • To go SOUTH turn to §430
  • To go EAST turn to §457

§430

You step into a cage. A draft of hot air permeates the chamber. It feels empty.

  • To go NORTH turn to §429
  • To go EAST turn to §458

§431

You enter a guardroom. There is a monster here: SLIME (STRENGTH: 6, STAMINA: 7). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §432

  • To go EAST turn to §463

  • To go WEST turn to §408

§432

You are in a map room. Something here feels strange. You step cautiously forward before suddenly stumbling over a tripwire. To dodge the trap, you must jump clear in time. Roll against SKILL. If you succeed, you can go to one of the exits. Otherwise, continue.

FAILURE:

A poison-coated blade snaps out of a hidden compartment and strikes you. Deduct 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §431
  • To go SOUTH turn to §433
  • To go EAST turn to §464
  • To go WEST turn to §409

§433

You come to a ruined closet. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §432

  • To go SOUTH turn to §434

  • To go EAST turn to §465

  • To go WEST turn to §410

§434

You come to a run-down statuary. A breath of dry air fills the chamber. It looks empty.

  • To go NORTH turn to §433
  • To go SOUTH turn to §435
  • To go EAST turn to §466
  • To go WEST turn to §411

§435

You are in a study. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §434
  • To go SOUTH turn to §436
  • To go EAST turn to §467
  • To go WEST turn to §412

§436

You come to a prison. A current of hot air permeates the area.

  • To go NORTH turn to §435
  • To go EAST turn to §468

§437

You enter a run-down barn. A stream of warm air fills the area. It is abandoned.

  • To go EAST turn to §470
  • To go WEST turn to §413

§438

You are in a crumbling stable. The area is empty.

  • To go SOUTH turn to §439
  • To go EAST turn to §471
  • To go WEST turn to §417

§439

You are in a cage. A blast of hot air spreads across the area. It feels empty.

  • To go NORTH turn to §438
  • To go SOUTH turn to §440
  • To go EAST turn to §472

§440

You enter a crumbling scriptorium. There is something vaguely odd about this place.

  • To go NORTH turn to §439
  • To go SOUTH turn to §441
  • To go EAST turn to §473
  • To go WEST turn to §418

§441

You step into a run-down treasury. The area feels clear.

  • To go NORTH turn to §440
  • To go SOUTH turn to §442
  • To go EAST turn to §474
  • To go WEST turn to §419

§442

You come to a prison. There is something not quite right about this place. You contine forward before suddenly stumbling over a pressure plate. To dodge the trap, you must leap to safety. Test your SKILL. If your roll succeeds, choose one of the exits. If you fail, continue.

FAILURE:

A poison-coated blade falls from the ceiling and strikes you. Deduct 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §441
  • To go SOUTH turn to §443
  • To go WEST turn to §420

§443

You enter a crumbling stable. There is something odd about this place. You step cautiously forward before noticing a pressure plate. To dodge the trap, you must jump to safety. Roll against SKILL. If successful, then choose one of the exits. If you fail, keep reading.

FAILURE:

A saw blade snaps out of a hidden compartment and strikes you. Deduct 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §442
  • To go SOUTH turn to §444

§444

You step into a barn. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). You must FIGHT. You gain initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §443
  • To go SOUTH turn to §445
  • To go EAST turn to §475
  • To go WEST turn to §421

§445

You enter a barn. The space feels empty.

  • To go NORTH turn to §444
  • To go SOUTH turn to §446
  • To go EAST turn to §476
  • To go WEST turn to §422

§446

You step into a wreckage-strewn assembly hall. The chamber looks empty.

  • To go NORTH turn to §445
  • To go SOUTH turn to §447
  • To go EAST turn to §477
  • To go WEST turn to §423

§447

You are in a crumbling statuary. A draft of warm air permeates the chamber.

  • To go NORTH turn to §446
  • To go SOUTH turn to §448
  • To go EAST turn to §478
  • To go WEST turn to §424

§448

You are in a stable. A current of stale air spreads inside the space. It feels clear.

  • To go NORTH turn to §447
  • To go SOUTH turn to §449
  • To go EAST turn to §479

§449

You come to a wreckage-strewn shrine. A breath of warm air fills the chamber. It is clear.

  • To go NORTH turn to §448
  • To go EAST turn to §480

§450

You come to a decaying statuary. A rush of warm air spreads within the room.

  • To go SOUTH turn to §451
  • To go EAST turn to §483
  • To go WEST turn to §426

§451

You enter a run-down workshop scattered with shards of pottery. The space feels vacant.

  • To go NORTH turn to §450
  • To go SOUTH turn to §452

§452

You step into a wreckage-strewn forge. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find gold coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §451

  • To go SOUTH turn to §453

§453

You step into a forge. There is a monster here: CARNIVOROUS BLOB (STRENGTH: 10, STAMINA: 14). You must FIGHT. You gain initiative. You find a box of exquisite diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §452
  • To go SOUTH turn to §454

§454

You step into an armory. A rush of dry air spreads across the area. It seems clear.

  • To go NORTH turn to §453
  • To go WEST turn to §427

§455

You are in a gallery. The room looks clear.

  • To go SOUTH turn to §456
  • To go WEST turn to §428

§456

You enter a kitchen. A rush of hot air fills the room.

  • To go NORTH turn to §455
  • To go SOUTH turn to §457

§457

You step into a wrecked library. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). You must FIGHT. The monster gains initiative. You find a bag of precious rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §456
  • To go SOUTH turn to §458
  • To go WEST turn to §429

§458

You enter a crumbling barn. A flow of warm air permeates the area. It feels empty.

  • To go NORTH turn to §457
  • To go SOUTH turn to §459
  • To go WEST turn to §430

§459

You come to a library. Two tramps called Rosencrantz and Guildenstern are sitting here.

  • To go NORTH turn to §458
  • To go EAST turn to §484

§460

You enter a shrine cut out of smooth shale. Something here feels odd. You step cautiously forward until suddenly stumbling over a tripwire. To avoid the trap, you must jump clear in time. Test your SKILL. If you succeed, you can choose an exit path. Otherwise, continue reading.

FAILURE:

A spike shoots out of a hidden compartment and strikes you. Deduct 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go SOUTH turn to §461
  • To go EAST turn to §486

§461

You are in a gallery. A draft of hot air fills the space. It is empty.

  • To go NORTH turn to §460
  • To go EAST turn to §487

§462

You come to an arena. A flow of warm air fills the chamber.

  • To go SOUTH turn to §463
  • To go EAST turn to §488

§463

You come to a decaying antechamber. A draft of rancid air spreads through the room.

  • To go NORTH turn to §462
  • To go SOUTH turn to §464
  • To go EAST turn to §489
  • To go WEST turn to §431

§464

You come to a decaying barracks. A stream of dry air fills the space.

  • To go NORTH turn to §463
  • To go SOUTH turn to §465
  • To go EAST turn to §490
  • To go WEST turn to §432

§465

You come to a decaying guardroom. A blast of warm air permeates the area.

  • To go NORTH turn to §464
  • To go SOUTH turn to §466
  • To go EAST turn to §491
  • To go WEST turn to §433

§466

You enter a ruined shrine shaped out of smooth crystal. A current of hot air fills the room. It seems vacant.

  • To go NORTH turn to §465
  • To go SOUTH turn to §467
  • To go EAST turn to §492
  • To go WEST turn to §434

§467

You step into a combat pit cut from rough quartz. There is something vaguely odd about this place.

  • To go NORTH turn to §466
  • To go SOUTH turn to §468
  • To go EAST turn to §493
  • To go WEST turn to §435

§468

You enter a bedroom. There is a monster here: GIANT SCORPION (STRENGTH: 12, STAMINA: 12). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §467
  • To go SOUTH turn to §469
  • To go EAST turn to §494
  • To go WEST turn to §436

§469

You come to a run-down workshop. There is a monster here: SKELETON (STRENGTH: 9, STAMINA: 9). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §468

  • To go SOUTH turn to §470

  • To go EAST turn to §495

§470

You step into a prison. A current of warm air permeates the space. It feels abandoned.

  • To go NORTH turn to §469
  • To go WEST turn to §437

§471

You enter a ruined stable. There is a monster here: OGRE (STRENGTH: 12, STAMINA: 20). You must FIGHT. The monster gains initiative.

  • To go SOUTH turn to §472
  • To go EAST turn to §496
  • To go WEST turn to §438

§472

You enter a shrine shaped out of pitted sandstone. The area seems empty.

  • To go NORTH turn to §471
  • To go SOUTH turn to §473
  • To go EAST turn to §497
  • To go WEST turn to §439

§473

You enter an assembly hall. Something here feels not quite right. You contine forward until noticing a pressure plate. To dodge the trap, you must dive clear in time. Roll against SKILL. If you succeed, you can choose one of the exits. Otherwise, continue below.

FAILURE:

A poison-coated spear snaps out of a hidden compartment and strikes you. Deduct 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §472
  • To go SOUTH turn to §474
  • To go EAST turn to §498
  • To go WEST turn to §440

§474

You come to a run-down gallery. You find a box of exquisite diamonds here.

  • To go NORTH turn to §473
  • To go EAST turn to §499
  • To go WEST turn to §441

§475

You enter a crumbling treasury. The chamber is clear.

  • To go SOUTH turn to §476
  • To go EAST turn to §500
  • To go WEST turn to §444

§476

You are in a scriptorium. A breath of dry air permeates the chamber.

  • To go NORTH turn to §475
  • To go SOUTH turn to §477
  • To go EAST turn to §501
  • To go WEST turn to §445

§477

You step into a pen. You find bronze coins here.

  • To go NORTH turn to §476
  • To go SOUTH turn to §478
  • To go EAST turn to §502
  • To go WEST turn to §446

§478

You enter a decaying pen. A current of cold air spreads inside the chamber.

  • To go NORTH turn to §477
  • To go SOUTH turn to §479
  • To go EAST turn to §503
  • To go WEST turn to §447

§479

You step into an abandoned prison. A stream of stale air expands in the chamber. It seems abandoned.

  • To go NORTH turn to §478
  • To go SOUTH turn to §480
  • To go EAST turn to §504
  • To go WEST turn to §448

§480

You are in a forge. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find bronze ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §479

  • To go SOUTH turn to §481

  • To go EAST turn to §505

  • To go WEST turn to §449

§481

You are in a decaying museum. A flow of cold air spreads across the chamber. It looks empty.

  • To go NORTH turn to §480
  • To go SOUTH turn to §482
  • To go EAST turn to §506

§482

You come to a study. A draft of hot air expands inside the area. It feels clear.

  • To go NORTH turn to §481
  • To go SOUTH turn to §483

§483

You come to a run-down statuary. Two blackguards called Rosencrantz and Guildenstern are here, waiting.

  • To go NORTH turn to §482
  • To go WEST turn to §450

§484

You enter a decaying gallery. A current of hot air spreads across the chamber. It seems vacant.

  • To go SOUTH turn to §485
  • To go WEST turn to §459

§485

You come to a bedroom. A blast of hot air spreads in the room. It feels clear.

  • To go NORTH turn to §484
  • To go SOUTH turn to §486

§486

You enter a decaying pen. A rush of stale air permeates the room. It seems vacant.

  • To go NORTH turn to §485
  • To go SOUTH turn to §487
  • To go WEST turn to §460

§487

You are in a treasury. A stream of dry air spreads in the area.

  • To go NORTH turn to §486
  • To go EAST turn to §507
  • To go WEST turn to §461

§488

You step into a pantry. There is a monster here: GIANT SCORPION (STRENGTH: 12, STAMINA: 12). You must FIGHT. You gain initiative. You find gold coins here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §489
  • To go EAST turn to §509
  • To go WEST turn to §462

§489

You are in a guardroom. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §488
  • To go SOUTH turn to §490
  • To go EAST turn to §510
  • To go WEST turn to §463

§490

You enter a shrine. The chamber seems empty.

  • To go NORTH turn to §489
  • To go SOUTH turn to §491
  • To go EAST turn to §511
  • To go WEST turn to §464

§491

You are in a crumbling shrine carved out of rough crystal. A blast of hot air expands inside the room. It looks abandoned.

  • To go NORTH turn to §490
  • To go SOUTH turn to §492
  • To go EAST turn to §512
  • To go WEST turn to §465

§492

You enter an abandoned barn. A stream of hot air fills the area.

  • To go NORTH turn to §491
  • To go SOUTH turn to §493
  • To go EAST turn to §513
  • To go WEST turn to §466

§493

You step into a guardroom. The chamber seems vacant.

  • To go NORTH turn to §492
  • To go SOUTH turn to §494
  • To go WEST turn to §467

§494

You are in a kitchen. A rush of cold air fills the chamber. It looks abandoned.

  • To go NORTH turn to §493
  • To go SOUTH turn to §495
  • To go WEST turn to §468

§495

You come to a wrecked prison. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). You must FIGHT. You gain initiative. You find a box of precious emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §494
  • To go WEST turn to §469

§496

You are in a barracks. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go SOUTH turn to §497

  • To go EAST turn to §518

  • To go WEST turn to §471

§497

You are in a statuary. A draft of dry air permeates the chamber.

  • To go NORTH turn to §496
  • To go SOUTH turn to §498
  • To go EAST turn to §519
  • To go WEST turn to §472

§498

You are in a combat pit carved out of rough sandstone. A blast of stale air expands within the space.

  • To go NORTH turn to §497
  • To go SOUTH turn to §499
  • To go EAST turn to §520
  • To go WEST turn to §473

§499

You enter a run-down shrine cut out of rough crystal. Two vagabonds called Rosencrantz and Guildenstern are here, waiting.

  • To go NORTH turn to §498
  • To go EAST turn to §521
  • To go WEST turn to §474

§500

You are in a shrine hewn out of rough quartz. The room is vacant.

  • To go SOUTH turn to §501
  • To go EAST turn to §524
  • To go WEST turn to §475

§501

You step into a wrecked library. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §500

  • To go SOUTH turn to §502

  • To go EAST turn to §525

  • To go WEST turn to §476

§502

You are in a prison. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). You must FIGHT. The monster gains initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §501
  • To go SOUTH turn to §503
  • To go EAST turn to §526
  • To go WEST turn to §477

§503

You enter a cage. A rush of hot air expands across the chamber.

  • To go NORTH turn to §502
  • To go SOUTH turn to §504
  • To go EAST turn to §527
  • To go WEST turn to §478

§504

You step into a crumbling prison. A draft of dry air spreads through the chamber. It feels abandoned.

  • To go NORTH turn to §503
  • To go SOUTH turn to §505
  • To go EAST turn to §528
  • To go WEST turn to §479

§505

You are in a decaying arena. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §504

  • To go SOUTH turn to §506

  • To go WEST turn to §480

§506

You step into an abandoned combat pit with a fetid smell. A stream of hot air expands through the room. It looks abandoned.

  • To go NORTH turn to §505
  • To go WEST turn to §481

§507

You enter an armory. Stamping ahead of you is a bull-like gorgon. Faint clouds of green smoke billow from its mouth. To dodge the attack, you must leap clear in time. This is a test of SKILL. If you succeed, you can exit safely. Otherwise, keep reading.

FAILURE:

As you freeze with fright, the armoured beast snaps open its jaws and its putrifying breath washes over you. Your last moment of awareness is choking on the toxic gas as your body freezes into solid stone. THE END.

SUCCESS: You find a bag of exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §508
  • To go WEST turn to §487

§508

You step into a run-down combat pit with a unpleasant stench. You find gold coins here.

  • To go NORTH turn to §507
  • To go EAST turn to §529

§509

You come to a barracks. A current of cold air permeates the area. It seems abandoned.

  • To go SOUTH turn to §510
  • To go WEST turn to §488

§510

You are in a study. Two miscreants named Rosencrantz and Guildenstern are sitting here.

  • To go NORTH turn to §509
  • To go SOUTH turn to §511
  • To go EAST turn to §530
  • To go WEST turn to §489

§511

You enter a wreckage-strewn scriptorium. You find a box of exquisite emeralds here.

  • To go NORTH turn to §510
  • To go SOUTH turn to §512
  • To go EAST turn to §531
  • To go WEST turn to §490

§512

You come to a shrine carved from pitted sandstone. There is a monster here: SLIME (STRENGTH: 6, STAMINA: 7). You must FIGHT. You gain initiative.

  • To go NORTH turn to §511
  • To go SOUTH turn to §513
  • To go EAST turn to §532
  • To go WEST turn to §491

§513

You step into a decaying antechamber. A stream of cold air expands across the area.

  • To go NORTH turn to §512
  • To go EAST turn to §533
  • To go WEST turn to §492

§514

You enter a workshop scattered with fragments of clay. A blast of cold air expands through the space. It is clear.

  • To go SOUTH turn to §515
  • To go EAST turn to §536

§515

You are in a shrine. The area seems abandoned.

  • To go NORTH turn to §514
  • To go SOUTH turn to §516
  • To go EAST turn to §537

§516

You come to an abandoned treasury. A stream of cold air permeates the room.

  • To go NORTH turn to §515
  • To go SOUTH turn to §517
  • To go EAST turn to §538

§517

You come to a wrecked prison. There is a monster here: SLIME (STRENGTH: 6, STAMINA: 7). You must FIGHT. You gain initiative.

  • To go NORTH turn to §516
  • To go SOUTH turn to §518
  • To go EAST turn to §539

§518

You step into a barn. You find a chest containing exquisite emeralds here.

  • To go NORTH turn to §517
  • To go SOUTH turn to §519
  • To go EAST turn to §540
  • To go WEST turn to §496

§519

You come to an abandoned shrine. A flow of rancid air spreads in the chamber.

  • To go NORTH turn to §518
  • To go SOUTH turn to §520
  • To go EAST turn to §541
  • To go WEST turn to §497

§520

You are in a forge. A current of cold air fills the space. It feels clear.

  • To go NORTH turn to §519
  • To go SOUTH turn to §521
  • To go EAST turn to §542
  • To go WEST turn to §498

§521

You step into a run-down stable. The area feels clear.

  • To go NORTH turn to §520
  • To go SOUTH turn to §522
  • To go EAST turn to §543
  • To go WEST turn to §499

§522

You enter a decaying stable. A stream of rancid air spreads inside the area. It feels clear.

  • To go NORTH turn to §521
  • To go SOUTH turn to §523
  • To go EAST turn to §544

§523

You enter a wardrobe. There is something strange about this place. You step cautiously forward until suddenly stumbling over a loose flagstone. To dodge the trap, you must leap to safety. This is a test of SKILL. If your roll succeeds, choose an exit path. Otherwise, continue.

FAILURE:

A blade drops down from the ceiling and strikes you. Deduct 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §522
  • To go SOUTH turn to §524
  • To go EAST turn to §545

§524

You come to an arena. There is something strange about this place. You contine forward until noticing a loose flagstone. To avoid the trap, you must dive clear in time. This is a test of SKILL. If you succeed, you can choose an exit path. If you fail, continue reading.

FAILURE:

A blade snaps out of a hidden compartment and strikes you. Deduct 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §523
  • To go SOUTH turn to §525
  • To go EAST turn to §546
  • To go WEST turn to §500

§525

You are in a prison. The area looks empty.

  • To go NORTH turn to §524
  • To go SOUTH turn to §526
  • To go EAST turn to §547
  • To go WEST turn to §501

§526

You enter an abandoned shrine. A flow of dry air permeates the space.

  • To go NORTH turn to §525
  • To go SOUTH turn to §527
  • To go EAST turn to §548
  • To go WEST turn to §502

§527

You enter a workshop. A blast of cold air spreads within the space. It feels empty.

  • To go NORTH turn to §526
  • To go SOUTH turn to §528
  • To go EAST turn to §549
  • To go WEST turn to §503

§528

You are in a guardroom. A draft of hot air fills the area.

  • To go NORTH turn to §527
  • To go WEST turn to §504

§529

You are in a decaying shrine carved from rough shale. Two miscreants named Vladimir and Estragon are here, waiting.

  • To go EAST turn to §551
  • To go WEST turn to §508

§530

You step into a ruined museum. The space seems abandoned.

  • To go SOUTH turn to §531
  • To go EAST turn to §552
  • To go WEST turn to §510

§531

You step into an arena. A stream of rancid air expands within the space.

  • To go NORTH turn to §530
  • To go SOUTH turn to §532
  • To go EAST turn to §553
  • To go WEST turn to §511

§532

You are in a run-down pen. There is something strange about this place. You step cautiously forward until suddenly stumbling over a loose flagstone. To dodge the trap, you must dive clear in time. Roll against SKILL. If your roll succeeds, go to one of the exits. If you fail, keep reading.

FAILURE:

A poison-coated blade drops down from the ceiling and strikes you. Take 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §531
  • To go SOUTH turn to §533
  • To go EAST turn to §554
  • To go WEST turn to §512

§533

You enter an abandoned tannery with a stinking odour. There is something vaguely odd about this place.

  • To go NORTH turn to §532
  • To go SOUTH turn to §534
  • To go EAST turn to §555
  • To go WEST turn to §513

§534

You enter an abandoned treasury. There is a monster here: OGRE (STRENGTH: 12, STAMINA: 20). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find gold coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §533

  • To go SOUTH turn to §535

  • To go EAST turn to §556

§535

You step into a prison. The area feels vacant.

  • To go NORTH turn to §534
  • To go EAST turn to §557

§536

You are in a ruined combat pit. The room seems vacant.

  • To go SOUTH turn to §537
  • To go EAST turn to §558
  • To go WEST turn to §514

§537

You are in a shrine hewn from smooth gneiss. Something here feels odd. You step cautiously forward before suddenly stumbling over a tripwire. To dodge the trap, you must dive to safety. This is a test of SKILL. If your roll succeeds, choose an exit path. If you fail, continue reading.

FAILURE:

A poison-coated saw blade shoots out of a hidden compartment and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §536
  • To go SOUTH turn to §538
  • To go EAST turn to §559
  • To go WEST turn to §515

§538

You come to a ruined workshop scattered with fragments of clay. The area is vacant.

  • To go NORTH turn to §537
  • To go SOUTH turn to §539
  • To go EAST turn to §560
  • To go WEST turn to §516

§539

You are in a wreckage-strewn combat pit with a fetid smell. The room looks abandoned.

  • To go NORTH turn to §538
  • To go SOUTH turn to §540
  • To go EAST turn to §561
  • To go WEST turn to §517

§540

You step into a ruined scriptorium. A stream of warm air fills the space. It looks vacant.

  • To go NORTH turn to §539
  • To go SOUTH turn to §541
  • To go EAST turn to §562
  • To go WEST turn to §518

§541

You step into a cage. Something here feels not quite right. You contine forward before suddenly stumbling over a pressure plate. To dodge the trap, you must leap to safety. Test your SKILL. If successful, then exit safely. Otherwise, continue.

FAILURE:

A spear falls from the ceiling and strikes you. Take 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §540
  • To go SOUTH turn to §542
  • To go EAST turn to §563
  • To go WEST turn to §519

§542

You step into a crumbling tannery. Lumbering towards you is a giant basilisk. To avoid the attack, you must jump clear in time. Roll against SKILL. If successful, then choose one of the exits. If you fail, continue below.

FAILURE:

As you freeze with fear, the scabrous reptile lifts its head and you stare straight into its petrifying gaze. The final thing you are consciously aware of is the terrifying projection from its eyes as your body fuses into cold stone. THE END.

SUCCESS:

  • To go NORTH turn to §541
  • To go SOUTH turn to §543
  • To go EAST turn to §564
  • To go WEST turn to §520

§543

You are in a decaying treasury. There is something not quite right about this place. You contine forward before suddenly stumbling over a tripwire. To avoid the trap, you must jump clear in time. This is a test of SKILL. If you succeed, you can choose one of the exits. If you fail, continue.

FAILURE:

A poison-coated saw blade shoots out of a hidden compartment and strikes you. Take 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §542
  • To go SOUTH turn to §544
  • To go EAST turn to §565
  • To go WEST turn to §521

§544

You step into a crumbling shrine cut from rough rock. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature scuttles off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §543

  • To go SOUTH turn to §545

  • To go EAST turn to §566

  • To go WEST turn to §522

§545

You step into a barn. The chamber is abandoned.

  • To go NORTH turn to §544
  • To go SOUTH turn to §546
  • To go EAST turn to §567
  • To go WEST turn to §523

§546

You come to a decaying treasury. There is a monster here: OGRE (STRENGTH: 12, STAMINA: 20). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §545

  • To go SOUTH turn to §547

  • To go EAST turn to §568

  • To go WEST turn to §524

§547

You enter a ruined workshop. A rush of hot air fills the chamber.

  • To go NORTH turn to §546
  • To go SOUTH turn to §548
  • To go EAST turn to §569
  • To go WEST turn to §525

§548

You enter a map room. You find a chest containing exquisite diamonds here.

  • To go NORTH turn to §547
  • To go SOUTH turn to §549
  • To go EAST turn to §570
  • To go WEST turn to §526

§549

You enter a hall. A rush of stale air fills the room.

  • To go NORTH turn to §548
  • To go EAST turn to §571
  • To go WEST turn to §527

§550

You come to a decaying prison. A current of rancid air expands through the area.

  • To go SOUTH turn to §551
  • To go EAST turn to §572

§551

You enter a treasury. A breath of rancid air expands through the area.

  • To go NORTH turn to §550
  • To go WEST turn to §529

§552

You enter a decaying prison. A flow of warm air expands through the chamber.

  • To go SOUTH turn to §553
  • To go WEST turn to §530

§553

You come to a decaying shrine hewn out of pitted shale. A draft of warm air permeates the area.

  • To go NORTH turn to §552
  • To go SOUTH turn to §554
  • To go WEST turn to §531

§554

You are in a ruined shrine. There is a monster here: SLIME (STRENGTH: 6, STAMINA: 7). You must FIGHT. You gain initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §553
  • To go SOUTH turn to §555
  • To go WEST turn to §532

§555

You come to a laboratory. Lumbering ahead of you is a giant gorgon. Faint clouds of viridescent smoke puff from its maw. To avoid the attack, you must jump clear in time. This is a test of SKILL. If you succeed, you can go to one of the exits. Otherwise, continue reading.

FAILURE:

As you freeze with shock, the armoured beast snaps open its jaws and you stumble directly. Your last experience is choking on the toxic gas as your body rapidly hardens into cold stone. THE END.

SUCCESS:

  • To go NORTH turn to §554
  • To go SOUTH turn to §556
  • To go EAST turn to §573
  • To go WEST turn to §533

§556

You enter a decaying wardrobe. A rush of stale air permeates the area.

  • To go NORTH turn to §555
  • To go SOUTH turn to §557
  • To go EAST turn to §574
  • To go WEST turn to §534

§557

You step into a decaying laboratory. A rush of rancid air permeates the area.

  • To go NORTH turn to §556
  • To go EAST turn to §575
  • To go WEST turn to §535

§558

You step into a wreckage-strewn closet. You find a bag of exquisite rubies here.

  • To go SOUTH turn to §559
  • To go EAST turn to §576
  • To go WEST turn to §536

§559

You are in a wrecked shrine. The area is empty.

  • To go NORTH turn to §558
  • To go SOUTH turn to §560
  • To go EAST turn to §577
  • To go WEST turn to §537

§560

You step into a study. A flow of warm air expands across the space.

  • To go NORTH turn to §559
  • To go SOUTH turn to §561
  • To go EAST turn to §578
  • To go WEST turn to §538

§561

You come to a stable. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §560

  • To go SOUTH turn to §562

  • To go EAST turn to §579

  • To go WEST turn to §539

§562

You are in a shrine cut out of pitted gneiss. A flow of cold air expands within the room. It feels clear.

  • To go NORTH turn to §561
  • To go SOUTH turn to §563
  • To go EAST turn to §580
  • To go WEST turn to §540

§563

You enter a cage. A stream of stale air expands within the area.

  • To go NORTH turn to §562
  • To go SOUTH turn to §564
  • To go EAST turn to §581
  • To go WEST turn to §541

§564

You step into a shrine carved out of pitted stone. A blast of rancid air spreads inside the area. It is clear.

  • To go NORTH turn to §563
  • To go SOUTH turn to §565
  • To go EAST turn to §582
  • To go WEST turn to §542

§565

You come to a barracks. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §564
  • To go SOUTH turn to §566
  • To go EAST turn to §583
  • To go WEST turn to §543

§566

You enter a decaying great hall. A flow of dry air expands through the space.

  • To go NORTH turn to §565
  • To go SOUTH turn to §567
  • To go EAST turn to §584
  • To go WEST turn to §544

§567

You come to a crumbling prison. A flow of dry air fills the chamber. It seems clear.

  • To go NORTH turn to §566
  • To go SOUTH turn to §568
  • To go EAST turn to §585
  • To go WEST turn to §545

§568

You step into a cage. There is a monster here: DIRE BAT (STRENGTH: 7, STAMINA: 7). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §567

  • To go SOUTH turn to §569

  • To go EAST turn to §586

  • To go WEST turn to §546

§569

You step into a run-down barracks. The chamber seems abandoned.

  • To go NORTH turn to §568
  • To go SOUTH turn to §570
  • To go WEST turn to §547

§570

You enter a crumbling stable. A stream of rancid air expands through the room. It seems abandoned.

  • To go NORTH turn to §569
  • To go SOUTH turn to §571
  • To go WEST turn to §548

§571

You step into an abandoned library. A current of rancid air spreads within the area.

  • To go NORTH turn to §570
  • To go WEST turn to §549

§572

You enter a great hall. A blast of cold air spreads inside the space. It feels abandoned.

  • To go EAST turn to §587
  • To go WEST turn to §550

§573

You step into a decaying combat pit with a foul stink. A draft of stale air expands inside the area. It looks abandoned.

  • To go SOUTH turn to §574
  • To go EAST turn to §588
  • To go WEST turn to §555

§574

You step into a prison. A draft of stale air fills the area. It feels clear.

  • To go NORTH turn to §573
  • To go SOUTH turn to §575
  • To go EAST turn to §589
  • To go WEST turn to §556

§575

You step into a library. A stream of rancid air spreads across the area. It is empty.

  • To go NORTH turn to §574
  • To go EAST turn to §590
  • To go WEST turn to §557

§576

You enter a decaying shrine cut out of rough schist. A draft of dry air expands through the area. It feels abandoned.

  • To go SOUTH turn to §577
  • To go EAST turn to §592
  • To go WEST turn to §558

§577

You come to a wreckage-strewn combat pit with a fetid stench. There is a monster here: SKELETON (STRENGTH: 9, STAMINA: 9). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find bronze ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §576

  • To go SOUTH turn to §578

  • To go EAST turn to §593

  • To go WEST turn to §559

§578

You come to a decaying workshop with a fetid odour. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). You must FIGHT. You gain initiative.

  • To go NORTH turn to §577
  • To go SOUTH turn to §579
  • To go EAST turn to §594
  • To go WEST turn to §560

§579

You come to an abandoned guardroom. A flow of warm air permeates the space. It feels abandoned.

  • To go NORTH turn to §578
  • To go SOUTH turn to §580
  • To go EAST turn to §595
  • To go WEST turn to §561

§580

You are in a run-down prison. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). You must FIGHT. The monster gains initiative. You find bronze ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §579
  • To go SOUTH turn to §581
  • To go EAST turn to §596
  • To go WEST turn to §562

§581

You step into an abandoned cage. A current of warm air expands in the chamber.

  • To go NORTH turn to §580
  • To go SOUTH turn to §582
  • To go EAST turn to §597
  • To go WEST turn to §563

§582

You are in a decaying shrine. A current of rancid air spreads inside the space. It seems abandoned.

  • To go NORTH turn to §581
  • To go SOUTH turn to §583
  • To go EAST turn to §598
  • To go WEST turn to §564

§583

You enter a run-down statuary. A stream of rancid air spreads through the chamber. It seems empty.

  • To go NORTH turn to §582
  • To go SOUTH turn to §584
  • To go EAST turn to §599
  • To go WEST turn to §565

§584

You come to a wreckage-strewn stable. A stream of rancid air expands across the chamber. It looks abandoned.

  • To go NORTH turn to §583
  • To go SOUTH turn to §585
  • To go EAST turn to §600
  • To go WEST turn to §566

§585

You step into a wrecked barn. The area seems abandoned.

  • To go NORTH turn to §584
  • To go SOUTH turn to §586
  • To go EAST turn to §601
  • To go WEST turn to §567

§586

You are in a wreckage-strewn tannery. A rush of dry air expands across the space.

  • To go NORTH turn to §585
  • To go EAST turn to §602
  • To go WEST turn to §568

§587

You enter a barracks. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). You must FIGHT. You gain initiative.

  • To go EAST turn to §604
  • To go WEST turn to §572

§588

You come to a ruined armory. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). You must FIGHT. You gain initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §589
  • To go EAST turn to §605
  • To go WEST turn to §573

§589

You are in a great hall. Something here feels strange. You contine forward until suddenly stumbling over a loose flagstone. To avoid the trap, you must jump clear in time. Test your SKILL. If you succeed, you can go to one of the exits. Otherwise, keep reading.

FAILURE:

A spear drops down from the ceiling and strikes you. Deduct 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §588
  • To go SOUTH turn to §590
  • To go EAST turn to §606
  • To go WEST turn to §574

§590

You are in an abandoned barn. A blast of dry air permeates the room. It looks abandoned.

  • To go NORTH turn to §589
  • To go SOUTH turn to §591
  • To go EAST turn to §607
  • To go WEST turn to §575

§591

You are in a barn. Trampling ahead of you is a giant basilisk. To avoid the attack, you must leap to safety. Test your SKILL. If your roll succeeds, choose one of the exits. If you fail, continue.

FAILURE:

As you freeze with fright, the scabrous monster turns its head and its petrifying gaze hits you head on. The very last thing you remember is the horrifying projection from its eyes as your body rapidly hardens into cold stone. THE END.

SUCCESS:

  • To go NORTH turn to §590
  • To go SOUTH turn to §592
  • To go EAST turn to §608

§592

You are in an abandoned wardrobe. A rush of warm air permeates the room. It looks vacant.

  • To go NORTH turn to §591
  • To go SOUTH turn to §593
  • To go EAST turn to §609
  • To go WEST turn to §576

§593

You enter a shrine. A draft of cold air permeates the chamber. It is abandoned.

  • To go NORTH turn to §592
  • To go SOUTH turn to §594
  • To go EAST turn to §610
  • To go WEST turn to §577

§594

You come to a decaying prison. The chamber is abandoned.

  • To go NORTH turn to §593
  • To go SOUTH turn to §595
  • To go EAST turn to §611
  • To go WEST turn to §578

§595

You step into a library. A breath of cold air fills the chamber. It looks vacant.

  • To go NORTH turn to §594
  • To go SOUTH turn to §596
  • To go EAST turn to §612
  • To go WEST turn to §579

§596

You enter a library. The chamber seems vacant.

  • To go NORTH turn to §595
  • To go SOUTH turn to §597
  • To go EAST turn to §613
  • To go WEST turn to §580

§597

You step into a cage. There is a monster here: DIRE BAT (STRENGTH: 7, STAMINA: 7). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature retreats into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §596

  • To go SOUTH turn to §598

  • To go EAST turn to §614

  • To go WEST turn to §581

§598

You come to a laboratory. A rush of stale air fills the chamber.

  • To go NORTH turn to §597
  • To go SOUTH turn to §599
  • To go EAST turn to §615
  • To go WEST turn to §582

§599

You come to a crumbling library. A stream of dry air spreads within the area. It is abandoned.

  • To go NORTH turn to §598
  • To go SOUTH turn to §600
  • To go EAST turn to §616
  • To go WEST turn to §583

§600

You come to a wrecked great hall. You find a bag of exquisite diamonds here.

  • To go NORTH turn to §599
  • To go SOUTH turn to §601
  • To go EAST turn to §617
  • To go WEST turn to §584

§601

You are in a stable. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find bronze ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §600

  • To go SOUTH turn to §602

  • To go EAST turn to §618

  • To go WEST turn to §585

§602

You step into a wrecked cage. There is something not quite right about this place. You step cautiously forward until suddenly stumbling over a tripwire. To dodge the trap, you must dive clear in time. Test your SKILL. If your roll succeeds, choose an exit path. If you fail, keep reading.

FAILURE:

A poison-tipped blade shoots out of a hidden compartment and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §601
  • To go SOUTH turn to §603
  • To go EAST turn to §619
  • To go WEST turn to §586

§603

You are in a ruined shrine. There is a monster here: SKELETON (STRENGTH: 9, STAMINA: 9). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a chest containing precious diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §602

  • To go EAST turn to §620

§604

You enter a museum. A breath of cold air permeates the chamber. It seems empty.

  • To go EAST turn to §623
  • To go WEST turn to §587

§605

You enter a shrine. There is something odd about this place. You contine forward before suddenly stumbling over a tripwire. To avoid the trap, you must leap to safety. This is a test of SKILL. If your roll succeeds, choose one of the exits. If you fail, continue reading.

FAILURE:

A poison-tipped spear snaps out of a hidden compartment and strikes you. Deduct 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go SOUTH turn to §606
  • To go EAST turn to §624
  • To go WEST turn to §588

§606

You enter a wrecked hall. The chamber seems clear.

  • To go NORTH turn to §605
  • To go SOUTH turn to §607
  • To go EAST turn to §625
  • To go WEST turn to §589

§607

You are in a wreckage-strewn museum. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. You gain initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §606
  • To go SOUTH turn to §608
  • To go EAST turn to §626
  • To go WEST turn to §590

§608

You are in a wrecked scriptorium. You find a box of precious diamonds here.

  • To go NORTH turn to §607
  • To go SOUTH turn to §609
  • To go EAST turn to §627
  • To go WEST turn to §591

§609

You step into a crumbling pantry. There is a monster here: SLIME (STRENGTH: 6, STAMINA: 7). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §608
  • To go SOUTH turn to §610
  • To go EAST turn to §628
  • To go WEST turn to §592

§610

You step into an armory. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). You must FIGHT. You gain initiative. You find a bag of exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §609
  • To go SOUTH turn to §611
  • To go EAST turn to §629
  • To go WEST turn to §593

§611

You are in a closet. There is a monster here: OGRE (STRENGTH: 12, STAMINA: 20). You must FIGHT. The monster gains initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §610
  • To go SOUTH turn to §612
  • To go EAST turn to §630
  • To go WEST turn to §594

§612

You enter a run-down barracks. Something here feels strange. You step cautiously forward before noticing a loose flagstone. To avoid the trap, you must jump to safety. Roll against SKILL. If successful, then go to one of the exits. If you fail, continue below.

FAILURE:

A poison-coated blade snaps out of a hidden compartment and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §611
  • To go SOUTH turn to §613
  • To go EAST turn to §631
  • To go WEST turn to §595

§613

You are in a prison. A blast of rancid air fills the chamber.

  • To go NORTH turn to §612
  • To go SOUTH turn to §614
  • To go EAST turn to §632
  • To go WEST turn to §596

§614

You come to a combat pit. A current of dry air expands in the room. It feels empty.

  • To go NORTH turn to §613
  • To go SOUTH turn to §615
  • To go EAST turn to §633
  • To go WEST turn to §597

§615

You enter a decaying great hall. A draft of hot air spreads inside the chamber. It is clear.

  • To go NORTH turn to §614
  • To go SOUTH turn to §616
  • To go EAST turn to §634
  • To go WEST turn to §598

§616

You enter a closet. A current of stale air permeates the chamber.

  • To go NORTH turn to §615
  • To go SOUTH turn to §617
  • To go EAST turn to §635
  • To go WEST turn to §599

§617

You are in a wreckage-strewn shrine shaped from pitted quartz. The room feels vacant.

  • To go NORTH turn to §616
  • To go SOUTH turn to §618
  • To go EAST turn to §636
  • To go WEST turn to §600

§618

You step into a barn. Two vagabonds named Vladimir and Estragon are sitting here.

  • To go NORTH turn to §617
  • To go SOUTH turn to §619
  • To go WEST turn to §601

§619

You come to a run-down armory. A stream of dry air fills the area. It is abandoned.

  • To go NORTH turn to §618
  • To go SOUTH turn to §620
  • To go WEST turn to §602

§620

You enter a great hall. There is a monster here: CARNIVOROUS BLOB (STRENGTH: 10, STAMINA: 14). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature scuttles off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §619

  • To go WEST turn to §603

§621

You step into a cage. The space feels abandoned.

  • To go SOUTH turn to §622
  • To go EAST turn to §637

§622

You come to a prison. There is something vaguely odd about this place.

  • To go NORTH turn to §621
  • To go SOUTH turn to §623

§623

You enter a ruined workshop scattered with shards of pottery. A flow of dry air permeates the space. It looks abandoned.

  • To go NORTH turn to §622
  • To go WEST turn to §604

§624

You come to a gallery. The area looks abandoned.

  • To go SOUTH turn to §625
  • To go WEST turn to §605

§625

You come to a wrecked gallery. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature scuttles off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a box of precious diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §624

  • To go SOUTH turn to §626

  • To go EAST turn to §638

  • To go WEST turn to §606

§626

You are in a kitchen. A stream of dry air expands within the area. It is empty.

  • To go NORTH turn to §625
  • To go SOUTH turn to §627
  • To go EAST turn to §639
  • To go WEST turn to §607

§627

You enter a run-down barracks. There is a monster here: GIANT SCORPION (STRENGTH: 12, STAMINA: 12). You must FIGHT. You gain initiative.

  • To go NORTH turn to §626
  • To go SOUTH turn to §628
  • To go EAST turn to §640
  • To go WEST turn to §608

§628

You come to an abandoned library. A stream of stale air permeates the space. It is clear.

  • To go NORTH turn to §627
  • To go SOUTH turn to §629
  • To go EAST turn to §641
  • To go WEST turn to §609

§629

You step into a decaying shrine carved from pitted gneiss. A breath of hot air spreads across the space. It is empty.

  • To go NORTH turn to §628
  • To go SOUTH turn to §630
  • To go EAST turn to §642
  • To go WEST turn to §610

§630

You enter a wreckage-strewn bedroom. The chamber looks clear.

  • To go NORTH turn to §629
  • To go SOUTH turn to §631
  • To go EAST turn to §643
  • To go WEST turn to §611

§631

You enter an abandoned wardrobe. A draft of dry air spreads within the space.

  • To go NORTH turn to §630
  • To go SOUTH turn to §632
  • To go EAST turn to §644
  • To go WEST turn to §612

§632

You are in a library. A draft of stale air permeates the area.

  • To go NORTH turn to §631
  • To go SOUTH turn to §633
  • To go EAST turn to §645
  • To go WEST turn to §613

§633

You step into a run-down bedroom. The chamber feels empty.

  • To go NORTH turn to §632
  • To go SOUTH turn to §634
  • To go EAST turn to §646
  • To go WEST turn to §614

§634

You come to a run-down great hall. The area feels clear.

  • To go NORTH turn to §633
  • To go SOUTH turn to §635
  • To go EAST turn to §647
  • To go WEST turn to §615

§635

You are in a cage. The space seems clear.

  • To go NORTH turn to §634
  • To go SOUTH turn to §636
  • To go EAST turn to §648
  • To go WEST turn to §616

§636

You are in a barracks. Two vagabonds called Vladimir and Estragon are sitting here.

  • To go NORTH turn to §635
  • To go EAST turn to §649
  • To go WEST turn to §617

§637

You are in a wrecked map room. A flow of dry air fills the space.

  • To go EAST turn to §655
  • To go WEST turn to §621

§638

You enter a crumbling shrine. A breath of stale air spreads within the area. It seems vacant.

  • To go SOUTH turn to §639
  • To go EAST turn to §657
  • To go WEST turn to §625

§639

You enter a shrine cut out of smooth crystal. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). You must FIGHT. You gain initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §638
  • To go SOUTH turn to §640
  • To go EAST turn to §658
  • To go WEST turn to §626

§640

You are in a cage. The room seems empty.

  • To go NORTH turn to §639
  • To go SOUTH turn to §641
  • To go EAST turn to §659
  • To go WEST turn to §627

§641

You are in a crumbling shrine hewn from smooth quartz. A flow of dry air expands across the chamber. It seems clear.

  • To go NORTH turn to §640
  • To go SOUTH turn to §642
  • To go EAST turn to §660
  • To go WEST turn to §628

§642

You come to a shrine cut out of smooth gneiss. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §641
  • To go SOUTH turn to §643
  • To go EAST turn to §661
  • To go WEST turn to §629

§643

You are in a ruined shrine. The chamber seems clear.

  • To go NORTH turn to §642
  • To go SOUTH turn to §644
  • To go EAST turn to §662
  • To go WEST turn to §630

§644

You come to a laboratory. There is a monster here: CARNIVOROUS BLOB (STRENGTH: 10, STAMINA: 14). You must FIGHT. The monster gains initiative. You find a box of precious emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §643
  • To go SOUTH turn to §645
  • To go EAST turn to §663
  • To go WEST turn to §631

§645

You are in a run-down pantry. The space looks vacant.

  • To go NORTH turn to §644
  • To go SOUTH turn to §646
  • To go EAST turn to §664
  • To go WEST turn to §632

§646

You enter a run-down museum. There is something vaguely odd about this place.

  • To go NORTH turn to §645
  • To go SOUTH turn to §647
  • To go EAST turn to §665
  • To go WEST turn to §633

§647

You come to a tannery with a foul stink. The chamber is clear.

  • To go NORTH turn to §646
  • To go SOUTH turn to §648
  • To go EAST turn to §666
  • To go WEST turn to §634

§648

You step into a shrine. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a bag of precious rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §647

  • To go SOUTH turn to §649

  • To go EAST turn to §667

  • To go WEST turn to §635

§649

You step into a barracks. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). You must FIGHT. You gain initiative. You find gold coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §648
  • To go SOUTH turn to §650
  • To go EAST turn to §668
  • To go WEST turn to §636

§650

You step into a run-down workshop. The space feels vacant.

  • To go NORTH turn to §649
  • To go SOUTH turn to §651
  • To go EAST turn to §669

§651

You enter a decaying stable. Two wretches called Vladimir and Estragon are waiting here.

  • To go NORTH turn to §650
  • To go SOUTH turn to §652
  • To go EAST turn to §670

§652

You enter a ruined tannery with a putrid stench. A stream of rancid air fills the room.

  • To go NORTH turn to §651
  • To go SOUTH turn to §653
  • To go EAST turn to §671

§653

You step into a crumbling guardroom. A blast of rancid air expands inside the area. It is abandoned.

  • To go NORTH turn to §652
  • To go SOUTH turn to §654

§654

You enter a ruined antechamber. You find a chest containing precious emeralds here.

  • To go NORTH turn to §653
  • To go EAST turn to §672

§655

You come to a crumbling forge. Stomping towards you is a monstrous basilisk. To avoid the attack, you must leap clear in time. Test your SKILL. If successful, then choose an exit path. Otherwise, keep reading.

FAILURE:

As you step back with shock, the scaly reptile lifts its head and you stare straight into its petrifying gaze. Your very last moment of awareness is the abyssal projection from its eyes as your body rapidly freezes into cold stone. THE END.

SUCCESS: You find a box of precious emeralds here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §656
  • To go WEST turn to §637

§656

You enter a shrine cut from pitted crystal. A flow of hot air expands across the chamber. It seems empty.

  • To go NORTH turn to §655
  • To go EAST turn to §673

§657

You step into a wrecked arena. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §658

  • To go EAST turn to §674

  • To go WEST turn to §638

§658

You are in a shrine shaped out of pitted quartz. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §657

  • To go SOUTH turn to §659

  • To go EAST turn to §675

  • To go WEST turn to §639

§659

You enter a closet. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). You must FIGHT. You gain initiative. You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §658
  • To go SOUTH turn to §660
  • To go EAST turn to §676
  • To go WEST turn to §640

§660

You come to a cage. A rush of dry air fills the area.

  • To go NORTH turn to §659
  • To go SOUTH turn to §661
  • To go EAST turn to §677
  • To go WEST turn to §641

§661

You are in a shrine hewn out of smooth schist. The chamber looks empty.

  • To go NORTH turn to §660
  • To go SOUTH turn to §662
  • To go EAST turn to §678
  • To go WEST turn to §642

§662

You come to a shrine carved from rough rock. There is something vaguely odd about this place.

  • To go NORTH turn to §661
  • To go SOUTH turn to §663
  • To go EAST turn to §679
  • To go WEST turn to §643

§663

You enter a laboratory. The room looks clear.

  • To go NORTH turn to §662
  • To go SOUTH turn to §664
  • To go EAST turn to §680
  • To go WEST turn to §644

§664

You step into a shrine. A draft of stale air fills the space.

  • To go NORTH turn to §663
  • To go SOUTH turn to §665
  • To go EAST turn to §681
  • To go WEST turn to §645

§665

You step into a run-down cage. A current of stale air spreads within the chamber.

  • To go NORTH turn to §664
  • To go SOUTH turn to §666
  • To go EAST turn to §682
  • To go WEST turn to §646

§666

You come to a crumbling laboratory. A rush of stale air expands inside the chamber. It feels vacant.

  • To go NORTH turn to §665
  • To go SOUTH turn to §667
  • To go EAST turn to §683
  • To go WEST turn to §647

§667

You enter a barracks. A breath of stale air fills the room.

  • To go NORTH turn to §666
  • To go SOUTH turn to §668
  • To go EAST turn to §684
  • To go WEST turn to §648

§668

You are in a bedroom. Something here feels odd. You contine forward until suddenly stumbling over a loose flagstone. To dodge the trap, you must dive clear in time. Test your SKILL. If successful, then choose an exit path. Otherwise, continue reading.

FAILURE:

A poison-tipped spear falls from the ceiling and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §667
  • To go SOUTH turn to §669
  • To go EAST turn to §685
  • To go WEST turn to §649

§669

You come to a decaying museum. A stream of rancid air expands within the room.

  • To go NORTH turn to §668
  • To go SOUTH turn to §670
  • To go EAST turn to §686
  • To go WEST turn to §650

§670

You step into a wreckage-strewn shrine. A draft of hot air expands in the room.

  • To go NORTH turn to §669
  • To go SOUTH turn to §671
  • To go EAST turn to §687
  • To go WEST turn to §651

§671

You step into a decaying armory. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go NORTH turn to §670

  • To go EAST turn to §688

  • To go WEST turn to §652

§672

You are in a shrine hewn from smooth crystal. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go EAST turn to §690

  • To go WEST turn to §654

§673

You step into a crumbling shrine cut out of pitted stone. A current of rancid air expands inside the chamber. It is clear.

  • To go EAST turn to §692
  • To go WEST turn to §656

§674

You step into a stable. There is something strange about this place. You contine forward until suddenly stumbling over a loose flagstone. To avoid the trap, you must dive to safety. Roll against SKILL. If you succeed, you can go to one of the exits. Otherwise, continue reading.

FAILURE:

A poison-coated spike shoots out of a hidden compartment and strikes you. Deduct 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go SOUTH turn to §675
  • To go EAST turn to §700
  • To go WEST turn to §657

§675

You step into a crumbling closet. There is a monster here: BLOOD WORM (STRENGTH: 10, STAMINA: 12). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §674
  • To go SOUTH turn to §676
  • To go EAST turn to §701
  • To go WEST turn to §658

§676

You come to a laboratory. There is a monster here: DIRE BAT (STRENGTH: 7, STAMINA: 7). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §675
  • To go SOUTH turn to §677
  • To go EAST turn to §702
  • To go WEST turn to §659

§677

You enter a combat pit with a fetid stink. A blast of dry air expands within the chamber.

  • To go NORTH turn to §676
  • To go SOUTH turn to §678
  • To go EAST turn to §703
  • To go WEST turn to §660

§678

You step into a ruined shrine. Two blackguards named Rosencrantz and Guildenstern are here, arguing.

  • To go NORTH turn to §677
  • To go SOUTH turn to §679
  • To go EAST turn to §704
  • To go WEST turn to §661

§679

You are in a wrecked workshop. The room looks clear.

  • To go NORTH turn to §678
  • To go SOUTH turn to §680
  • To go EAST turn to §705
  • To go WEST turn to §662

§680

You enter a decaying forge. The space looks empty.

  • To go NORTH turn to §679
  • To go SOUTH turn to §681
  • To go EAST turn to §706
  • To go WEST turn to §663

§681

You step into a stable. A breath of hot air permeates the space.

  • To go NORTH turn to §680
  • To go SOUTH turn to §682
  • To go EAST turn to §707
  • To go WEST turn to §664

§682

You come to a decaying shrine carved out of pitted gneiss. There is something not quite right about this place. You contine forward before suddenly stumbling over a loose flagstone. To dodge the trap, you must dive to safety. Roll against SKILL. If successful, then exit safely. Otherwise, keep reading.

FAILURE:

A poison-tipped spike shoots out of a hidden compartment and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §681
  • To go SOUTH turn to §683
  • To go EAST turn to §708
  • To go WEST turn to §665

§683

You enter a shrine. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. You gain initiative. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §682
  • To go SOUTH turn to §684
  • To go EAST turn to §709
  • To go WEST turn to §666

§684

You enter an abandoned antechamber. A draft of stale air permeates the space.

  • To go NORTH turn to §683
  • To go SOUTH turn to §685
  • To go EAST turn to §710
  • To go WEST turn to §667

§685

You enter a shrine. A breath of dry air expands in the space. It is abandoned.

  • To go NORTH turn to §684
  • To go SOUTH turn to §686
  • To go EAST turn to §711
  • To go WEST turn to §668

§686

You come to a map room. Moving sluggishly ahead of you is a giant basilisk. To dodge the attack, you must jump clear in time. Roll against SKILL. If successful, then go to one of the exits. Otherwise, continue below.

FAILURE:

As you stand frozen with fright, the scaly lizard turns its head and its petrifying gaze hits you head on. Your final moment of awareness is the horrifying projection from its eyes as your body rapidly fuses into cold stone. THE END.

SUCCESS:

  • To go NORTH turn to §685
  • To go SOUTH turn to §687
  • To go EAST turn to §712
  • To go WEST turn to §669

§687

You are in a run-down great hall. The room seems vacant.

  • To go NORTH turn to §686
  • To go SOUTH turn to §688
  • To go EAST turn to §713
  • To go WEST turn to §670

§688

You come to a run-down treasury. The room looks empty.

  • To go NORTH turn to §687
  • To go SOUTH turn to §689
  • To go EAST turn to §714
  • To go WEST turn to §671

§689

You enter a barn. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs away into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a chest containing exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §688

  • To go SOUTH turn to §690

  • To go EAST turn to §715

§690

You step into a combat pit. There is a monster here: BRISTLE BOAR (STRENGTH: 14, STAMINA: 18). You must FIGHT. You gain initiative.

  • To go NORTH turn to §689
  • To go WEST turn to §672

§691

You come to a wrecked treasury. The room is clear.

  • To go SOUTH turn to §692
  • To go EAST turn to §716

§692

You come to a laboratory. A blast of stale air expands in the area.

  • To go NORTH turn to §691
  • To go EAST turn to §717
  • To go WEST turn to §673

§693

You come to an abandoned bedroom. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a bag of precious diamonds here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §694

  • To go EAST turn to §721

§694

You come to a kitchen scattered with fragments of clay. The area feels abandoned.

  • To go NORTH turn to §693
  • To go SOUTH turn to §695

§695

You come to a shrine. The area looks abandoned.

  • To go NORTH turn to §694
  • To go SOUTH turn to §696

§696

You enter a pantry. There is something strange about this place. You contine forward before suddenly stumbling over a tripwire. To avoid the trap, you must jump clear in time. Roll against SKILL. If you succeed, you can choose an exit path. If you fail, continue below.

FAILURE:

A poison-coated spike snaps out of a hidden compartment and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §695
  • To go SOUTH turn to §697

§697

You come to a run-down treasury. The space is abandoned.

  • To go NORTH turn to §696
  • To go EAST turn to §722

§698

You enter a cage. The space is abandoned.

  • To go SOUTH turn to §699
  • To go EAST turn to §725

§699

You come to a barn. The chamber feels empty.

  • To go NORTH turn to §698
  • To go EAST turn to §726

§700

You come to a forge. A stream of dry air permeates the area. It seems vacant.

  • To go SOUTH turn to §701
  • To go EAST turn to §729
  • To go WEST turn to §674

§701

You enter a workshop with a foul stink. Two tramps named Rosencrantz and Guildenstern are here, waiting.

  • To go NORTH turn to §700
  • To go SOUTH turn to §702
  • To go WEST turn to §675

§702

You step into a barn. Lumbering ahead of you is a giant basilisk. To avoid the attack, you must jump clear in time. Roll against SKILL. If you succeed, you can choose an exit path. Otherwise, continue reading.

FAILURE:

As you step back with shock, the scabrous reptile lifts its head and you stare straight into its petrifying gaze. The final thing you experience is the abyssal projection from its eyes as your body hardens into solid stone. THE END.

SUCCESS:

  • To go NORTH turn to §701
  • To go SOUTH turn to §703
  • To go EAST turn to §730
  • To go WEST turn to §676

§703

You are in a crumbling shrine shaped out of pitted rock. There is a monster here: SKELETON (STRENGTH: 9, STAMINA: 9). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §702

  • To go SOUTH turn to §704

  • To go EAST turn to §731

  • To go WEST turn to §677

§704

You come to a run-down kitchen with a foul smell. A stream of rancid air fills the space. It is empty.

  • To go NORTH turn to §703
  • To go SOUTH turn to §705
  • To go EAST turn to §732
  • To go WEST turn to §678

§705

You come to a prison. A flow of warm air spreads within the chamber.

  • To go NORTH turn to §704
  • To go SOUTH turn to §706
  • To go EAST turn to §733
  • To go WEST turn to §679

§706

You come to a wrecked statuary. A stream of dry air fills the area. It looks abandoned.

  • To go NORTH turn to §705
  • To go SOUTH turn to §707
  • To go EAST turn to §734
  • To go WEST turn to §680

§707

You enter a decaying library. You find bronze coins here.

  • To go NORTH turn to §706
  • To go SOUTH turn to §708
  • To go EAST turn to §735
  • To go WEST turn to §681

§708

You are in a ruined pantry. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). You must FIGHT. You gain initiative.

  • To go NORTH turn to §707
  • To go SOUTH turn to §709
  • To go EAST turn to §736
  • To go WEST turn to §682

§709

You step into a wreckage-strewn shrine shaped from smooth shale. A draft of hot air fills the area.

  • To go NORTH turn to §708
  • To go SOUTH turn to §710
  • To go EAST turn to §737
  • To go WEST turn to §683

§710

You come to an abandoned prison. The area feels empty.

  • To go NORTH turn to §709
  • To go SOUTH turn to §711
  • To go EAST turn to §738
  • To go WEST turn to §684

§711

You step into a wreckage-strewn workshop scattered with fragments of clay. The chamber seems clear.

  • To go NORTH turn to §710
  • To go SOUTH turn to §712
  • To go EAST turn to §739
  • To go WEST turn to §685

§712

You step into a crumbling workshop with a stinking stench. A blast of stale air spreads inside the area. It looks vacant.

  • To go NORTH turn to §711
  • To go SOUTH turn to §713
  • To go EAST turn to §740
  • To go WEST turn to §686

§713

You enter an armory. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §712
  • To go SOUTH turn to §714
  • To go EAST turn to §741
  • To go WEST turn to §687

§714

You enter a shrine. The room feels abandoned.

  • To go NORTH turn to §713
  • To go SOUTH turn to §715
  • To go EAST turn to §742
  • To go WEST turn to §688

§715

You enter a stable. There is a monster here: SLIME (STRENGTH: 6, STAMINA: 7). You must FIGHT. You gain initiative. You find a bag of precious rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §714
  • To go EAST turn to §743
  • To go WEST turn to §689

§716

You come to a wreckage-strewn pen. A breath of rancid air fills the room. It is vacant.

  • To go SOUTH turn to §717
  • To go WEST turn to §691

§717

You step into a wreckage-strewn stable. The chamber looks vacant.

  • To go NORTH turn to §716
  • To go SOUTH turn to §718
  • To go EAST turn to §744
  • To go WEST turn to §692

§718

You step into a wrecked statuary. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a bag of precious emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §717

  • To go SOUTH turn to §719

  • To go EAST turn to §745

§719

You step into a run-down pen. A draft of cold air expands across the room. It feels clear.

  • To go NORTH turn to §718
  • To go SOUTH turn to §720

§720

You come to a pantry. A breath of stale air fills the area. It seems empty.

  • To go NORTH turn to §719
  • To go SOUTH turn to §721
  • To go EAST turn to §746

§721

You are in an abandoned cage. The area seems clear.

  • To go NORTH turn to §720
  • To go EAST turn to §747
  • To go WEST turn to §693

§722

You enter a cage. A breath of hot air spreads within the area. It is vacant.

  • To go SOUTH turn to §723
  • To go EAST turn to §748
  • To go WEST turn to §697

§723

You come to a study. A breath of stale air expands within the chamber. It is clear.

  • To go NORTH turn to §722
  • To go SOUTH turn to §724
  • To go EAST turn to §749

§724

You step into a treasury. Something here feels strange. You step cautiously forward before suddenly stumbling over a loose flagstone. To avoid the trap, you must dive clear in time. This is a test of SKILL. If you succeed, you can choose one of the exits. If you fail, continue.

FAILURE:

A poison-tipped spear drops down from the ceiling and strikes you. Take 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §723
  • To go EAST turn to §750

§725

You step into a cage. Something here feels odd. You contine forward until noticing a pressure plate. To dodge the trap, you must dive clear in time. Test your SKILL. If successful, then choose one of the exits. Otherwise, continue.

FAILURE:

A poison-coated saw blade shoots out of a hidden compartment and strikes you. Deduct 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go SOUTH turn to §726
  • To go EAST turn to §757
  • To go WEST turn to §698

§726

You come to a map room. A rush of hot air spreads through the area.

  • To go NORTH turn to §725
  • To go SOUTH turn to §727
  • To go EAST turn to §758
  • To go WEST turn to §699

§727

You are in a statuary. A draft of stale air expands within the area. It is empty.

  • To go NORTH turn to §726
  • To go SOUTH turn to §728
  • To go EAST turn to §759

§728

You come to an armory. There is a monster here: DIRE BAT (STRENGTH: 7, STAMINA: 7). You must FIGHT. You gain initiative. You find a bag of precious rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §727
  • To go SOUTH turn to §729
  • To go EAST turn to §760

§729

You come to a crumbling tannery. The area feels abandoned.

  • To go NORTH turn to §728
  • To go EAST turn to §761
  • To go WEST turn to §700

§730

You come to a wrecked tannery. A flow of rancid air permeates the space.

  • To go SOUTH turn to §731
  • To go EAST turn to §763
  • To go WEST turn to §702

§731

You step into a prison. The space is abandoned.

  • To go NORTH turn to §730
  • To go SOUTH turn to §732
  • To go EAST turn to §764
  • To go WEST turn to §703

§732

You step into a shrine. A rush of rancid air expands through the room. It feels empty.

  • To go NORTH turn to §731
  • To go SOUTH turn to §733
  • To go EAST turn to §765
  • To go WEST turn to §704

§733

You enter an abandoned shrine cut from rough granite. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a chest containing precious diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §732

  • To go SOUTH turn to §734

  • To go EAST turn to §766

  • To go WEST turn to §705

§734

You enter a pen. There is something not quite right about this place. You contine forward before noticing a pressure plate. To avoid the trap, you must jump clear in time. This is a test of SKILL. If successful, then go to one of the exits. If you fail, keep reading.

FAILURE:

A poison-tipped spike snaps out of a hidden compartment and strikes you. Deduct 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §733
  • To go SOUTH turn to §735
  • To go EAST turn to §767
  • To go WEST turn to §706

§735

You step into an abandoned shrine shaped from pitted crystal. A draft of cold air fills the space. It is abandoned.

  • To go NORTH turn to §734
  • To go SOUTH turn to §736
  • To go EAST turn to §768
  • To go WEST turn to §707

§736

You are in an abandoned treasury. You find bronze coins here.

  • To go NORTH turn to §735
  • To go SOUTH turn to §737
  • To go EAST turn to §769
  • To go WEST turn to §708

§737

You step into a wreckage-strewn antechamber. There is a monster here: CARNIVOROUS BLOB (STRENGTH: 10, STAMINA: 14). You must FIGHT. The monster gains initiative. You find a box of precious emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §736
  • To go SOUTH turn to §738
  • To go EAST turn to §770
  • To go WEST turn to §709

§738

You enter a wrecked pen. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go NORTH turn to §737

  • To go SOUTH turn to §739

  • To go EAST turn to §771

  • To go WEST turn to §710

§739

You come to a statuary. A rush of hot air expands through the space.

  • To go NORTH turn to §738
  • To go SOUTH turn to §740
  • To go EAST turn to §772
  • To go WEST turn to §711

§740

You come to a treasury. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). You must FIGHT. The monster gains initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §739
  • To go SOUTH turn to §741
  • To go EAST turn to §773
  • To go WEST turn to §712

§741

You are in a shrine carved out of pitted stone. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §740

  • To go SOUTH turn to §742

  • To go EAST turn to §774

  • To go WEST turn to §713

§742

You are in a guardroom. A breath of cold air permeates the room. It feels empty.

  • To go NORTH turn to §741
  • To go SOUTH turn to §743
  • To go EAST turn to §775
  • To go WEST turn to §714

§743

You step into a shrine. There is something not quite right about this place. You contine forward until noticing a loose flagstone. To avoid the trap, you must leap clear in time. Test your SKILL. If you succeed, you can go to one of the exits. Otherwise, keep reading.

FAILURE:

A blade falls from the ceiling and strikes you. Take 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §742
  • To go EAST turn to §776
  • To go WEST turn to §715

§744

You come to a hall. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs away into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a bag of precious rubies here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §745

  • To go WEST turn to §717

§745

You enter a great hall. There is a monster here: SKELETON (STRENGTH: 9, STAMINA: 9). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §744

  • To go WEST turn to §718

§746

You step into a barracks. The area is empty.

  • To go SOUTH turn to §747
  • To go WEST turn to §720

§747

You step into an abandoned combat pit with a stinking stench. A draft of stale air fills the space. It feels clear.

  • To go NORTH turn to §746
  • To go WEST turn to §721

§748

You come to a crumbling prison. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §749

  • To go WEST turn to §722

§749

You are in a hall. A blast of dry air permeates the area.

  • To go NORTH turn to §748
  • To go SOUTH turn to §750
  • To go EAST turn to §777
  • To go WEST turn to §723

§750

You are in a ruined barn. A rush of cold air spreads within the room.

  • To go NORTH turn to §749
  • To go SOUTH turn to §751
  • To go EAST turn to §778
  • To go WEST turn to §724

§751

You step into an abandoned shrine hewn from smooth stone. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §750

  • To go SOUTH turn to §752

  • To go EAST turn to §779

§752

You enter a guardroom. The chamber feels abandoned.

  • To go NORTH turn to §751
  • To go SOUTH turn to §753
  • To go EAST turn to §780

§753

You step into a wardrobe. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. You gain initiative. You find a bag of precious rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §752
  • To go SOUTH turn to §754
  • To go EAST turn to §781

§754

You step into a kitchen with a repellent odour. A draft of stale air spreads through the room. It looks clear.

  • To go NORTH turn to §753
  • To go EAST turn to §782

§755

You enter a prison. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find bronze ingots here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §756

  • To go EAST turn to §785

§756

You are in a wreckage-strewn museum. A rush of hot air spreads within the space.

  • To go NORTH turn to §755
  • To go EAST turn to §786

§757

You come to a ruined prison. You find gold coins here.

  • To go SOUTH turn to §758
  • To go EAST turn to §789
  • To go WEST turn to §725

§758

You come to a decaying armory. You find gold coins here.

  • To go NORTH turn to §757
  • To go SOUTH turn to §759
  • To go EAST turn to §790
  • To go WEST turn to §726

§759

You step into a pen. A current of hot air permeates the space.

  • To go NORTH turn to §758
  • To go SOUTH turn to §760
  • To go EAST turn to §791
  • To go WEST turn to §727

§760

You come to a pen. A current of warm air expands across the area. It seems clear.

  • To go NORTH turn to §759
  • To go SOUTH turn to §761
  • To go EAST turn to §792
  • To go WEST turn to §728

§761

You enter a wrecked closet. The area looks abandoned.

  • To go NORTH turn to §760
  • To go SOUTH turn to §762
  • To go EAST turn to §793
  • To go WEST turn to §729

§762

You are in an abandoned barracks. A current of rancid air fills the room. It seems clear.

  • To go NORTH turn to §761
  • To go SOUTH turn to §763
  • To go EAST turn to §794

§763

You enter a cage. A draft of hot air permeates the chamber.

  • To go NORTH turn to §762
  • To go SOUTH turn to §764
  • To go EAST turn to §795
  • To go WEST turn to §730

§764

You are in an antechamber. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). You must FIGHT. You gain initiative.

  • To go NORTH turn to §763
  • To go SOUTH turn to §765
  • To go EAST turn to §796
  • To go WEST turn to §731

§765

You are in an arena shaped from pitted quartz. You find a bag of exquisite emeralds here.

  • To go NORTH turn to §764
  • To go SOUTH turn to §766
  • To go EAST turn to §797
  • To go WEST turn to §732

§766

You come to a cage. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). You must FIGHT. The monster gains initiative. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §765
  • To go SOUTH turn to §767
  • To go EAST turn to §798
  • To go WEST turn to §733

§767

You come to an abandoned combat pit with a putrid stink. The room is clear.

  • To go NORTH turn to §766
  • To go SOUTH turn to §768
  • To go EAST turn to §799
  • To go WEST turn to §734

§768

You come to a workshop. A flow of warm air permeates the space.

  • To go NORTH turn to §767
  • To go SOUTH turn to §769
  • To go EAST turn to §800
  • To go WEST turn to §735

§769

You step into a decaying forge. There is something vaguely odd about this place.

  • To go NORTH turn to §768
  • To go SOUTH turn to §770
  • To go EAST turn to §801
  • To go WEST turn to §736

§770

You come to a decaying hall. The room feels empty.

  • To go NORTH turn to §769
  • To go SOUTH turn to §771
  • To go EAST turn to §802
  • To go WEST turn to §737

§771

You step into a ruined map room. There is something odd about this place. You step cautiously forward until suddenly stumbling over a pressure plate. To avoid the trap, you must leap to safety. Roll against SKILL. If your roll succeeds, choose one of the exits. Otherwise, continue reading.

FAILURE:

A poison-coated spike snaps out of a hidden compartment and strikes you. Deduct 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §770
  • To go SOUTH turn to §772
  • To go EAST turn to §803
  • To go WEST turn to §738

§772

You come to an abandoned pantry. There is something vaguely odd about this place.

  • To go NORTH turn to §771
  • To go SOUTH turn to §773
  • To go EAST turn to §804
  • To go WEST turn to §739

§773

You step into a pantry. A stream of warm air spreads inside the chamber.

  • To go NORTH turn to §772
  • To go SOUTH turn to §774
  • To go EAST turn to §805
  • To go WEST turn to §740

§774

You are in a shrine shaped from pitted rock. Two wretches called Rosencrantz and Guildenstern are sitting here.

  • To go NORTH turn to §773
  • To go SOUTH turn to §775
  • To go EAST turn to §806
  • To go WEST turn to §741

§775

You come to a wreckage-strewn prison. The space looks vacant.

  • To go NORTH turn to §774
  • To go SOUTH turn to §776
  • To go WEST turn to §742

§776

You step into a bedroom. A blast of rancid air permeates the chamber.

  • To go NORTH turn to §775
  • To go WEST turn to §743

§777

You are in a shrine carved from rough schist. The space looks clear.

  • To go SOUTH turn to §778
  • To go EAST turn to §807
  • To go WEST turn to §749

§778

You step into a shrine. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §777
  • To go SOUTH turn to §779
  • To go EAST turn to §808
  • To go WEST turn to §750

§779

You are in a decaying prison. A current of stale air permeates the space.

  • To go NORTH turn to §778
  • To go SOUTH turn to §780
  • To go EAST turn to §809
  • To go WEST turn to §751

§780

You are in a museum. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature retreats into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go NORTH turn to §779

  • To go SOUTH turn to §781

  • To go EAST turn to §810

  • To go WEST turn to §752

§781

You enter a run-down workshop scattered with fragments of clay. The space looks empty.

  • To go NORTH turn to §780
  • To go SOUTH turn to §782
  • To go WEST turn to §753

§782

You are in a shrine carved from pitted rock. A draft of dry air permeates the area. It seems empty.

  • To go NORTH turn to §781
  • To go WEST turn to §754

§783

You step into an arena shaped from smooth crystal. The area is clear.

  • To go SOUTH turn to §784
  • To go EAST turn to §811

§784

You come to a barracks. A rush of rancid air spreads in the space.

  • To go NORTH turn to §783
  • To go SOUTH turn to §785
  • To go EAST turn to §812

§785

You enter a museum. You find a chest containing precious rubies here.

  • To go NORTH turn to §784
  • To go SOUTH turn to §786
  • To go EAST turn to §813
  • To go WEST turn to §755

§786

You are in a pantry. A stream of warm air spreads within the area.

  • To go NORTH turn to §785
  • To go SOUTH turn to §787
  • To go EAST turn to §814
  • To go WEST turn to §756

§787

You are in a wrecked statuary. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature retreats into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §786

  • To go SOUTH turn to §788

  • To go EAST turn to §815

§788

You step into a tannery with a repellent stench. A blast of stale air fills the space.

  • To go NORTH turn to §787
  • To go SOUTH turn to §789

§789

You step into a guardroom. Two tramps called Vladimir and Estragon are sitting here.

  • To go NORTH turn to §788
  • To go SOUTH turn to §790
  • To go WEST turn to §757

§790

You are in a museum. A flow of stale air expands inside the area. It looks clear.

  • To go NORTH turn to §789
  • To go SOUTH turn to §791
  • To go WEST turn to §758

§791

You come to a wrecked forge. A draft of hot air expands inside the chamber. It seems clear.

  • To go NORTH turn to §790
  • To go SOUTH turn to §792
  • To go WEST turn to §759

§792

You come to a run-down kitchen with a repellent stink. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature scuttles off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a chest containing exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §791

  • To go SOUTH turn to §793

  • To go WEST turn to §760

§793

You step into a wreckage-strewn museum. There is a monster here: BRISTLE BOAR (STRENGTH: 14, STAMINA: 18). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §792

  • To go SOUTH turn to §794

  • To go EAST turn to §816

  • To go WEST turn to §761

§794

You come to a wreckage-strewn cage. There is a monster here: CARNIVOROUS BLOB (STRENGTH: 10, STAMINA: 14). You must FIGHT. You gain initiative. You find a bag of exquisite emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §793
  • To go SOUTH turn to §795
  • To go EAST turn to §817
  • To go WEST turn to §762

§795

You enter a scriptorium. The space looks clear.

  • To go NORTH turn to §794
  • To go SOUTH turn to §796
  • To go EAST turn to §818
  • To go WEST turn to §763

§796

You come to a guardroom. The chamber looks clear.

  • To go NORTH turn to §795
  • To go SOUTH turn to §797
  • To go EAST turn to §819
  • To go WEST turn to §764

§797

You come to a wreckage-strewn statuary. A rush of hot air permeates the space. It seems abandoned.

  • To go NORTH turn to §796
  • To go SOUTH turn to §798
  • To go EAST turn to §820
  • To go WEST turn to §765

§798

You enter a run-down great hall. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. You gain initiative.

  • To go NORTH turn to §797
  • To go SOUTH turn to §799
  • To go EAST turn to §821
  • To go WEST turn to §766

§799

You come to a combat pit carved from smooth crystal. There is a monster here: SLIME (STRENGTH: 6, STAMINA: 7). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature retreats into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find a box of precious diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §798

  • To go SOUTH turn to §800

  • To go EAST turn to §822

  • To go WEST turn to §767

§800

You enter a crumbling pantry. The space seems empty.

  • To go NORTH turn to §799
  • To go SOUTH turn to §801
  • To go EAST turn to §823
  • To go WEST turn to §768

§801

You are in a tannery. There is a monster here: DIRE BAT (STRENGTH: 7, STAMINA: 7). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §800
  • To go SOUTH turn to §802
  • To go EAST turn to §824
  • To go WEST turn to §769

§802

You step into a statuary. There is something strange about this place. You contine forward until noticing a loose flagstone. To avoid the trap, you must jump clear in time. Test your SKILL. If successful, then exit safely. If you fail, continue.

FAILURE:

A poison-coated saw blade drops down from the ceiling and strikes you. Deduct 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §801
  • To go SOUTH turn to §803
  • To go EAST turn to §825
  • To go WEST turn to §770

§803

You step into a run-down pantry. The room seems clear.

  • To go NORTH turn to §802
  • To go SOUTH turn to §804
  • To go EAST turn to §826
  • To go WEST turn to §771

§804

You enter a shrine. There is a monster here: OGRE (STRENGTH: 12, STAMINA: 20). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs away into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §803

  • To go SOUTH turn to §805

  • To go EAST turn to §827

  • To go WEST turn to §772

§805

You come to a cage. There is a monster here: BRISTLE BOAR (STRENGTH: 14, STAMINA: 18). You must FIGHT. The monster gains initiative. You find a box of precious rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §804
  • To go SOUTH turn to §806
  • To go WEST turn to §773

§806

You enter a shrine hewn out of smooth schist. You find a box of exquisite emeralds here.

  • To go NORTH turn to §805
  • To go WEST turn to §774

§807

You are in a wrecked workshop with a foul smell. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go SOUTH turn to §808

  • To go WEST turn to §777

§808

You come to a shrine hewn out of pitted shale. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature retreats into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §807

  • To go SOUTH turn to §809

  • To go EAST turn to §828

  • To go WEST turn to §778

§809

You enter a wreckage-strewn gallery. Something here feels not quite right. You step cautiously forward until noticing a pressure plate. To dodge the trap, you must leap to safety. Test your SKILL. If you succeed, you can exit safely. If you fail, continue.

FAILURE:

A spike shoots out of a hidden compartment and strikes you. Take 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §808
  • To go SOUTH turn to §810
  • To go EAST turn to §829
  • To go WEST turn to §779

§810

You are in a run-down kitchen with a unpleasant stench. A breath of hot air permeates the area. It looks clear.

  • To go NORTH turn to §809
  • To go EAST turn to §830
  • To go WEST turn to §780

§811

You are in a run-down gallery. A breath of cold air spreads through the room. It seems vacant.

  • To go SOUTH turn to §812
  • To go EAST turn to §831
  • To go WEST turn to §783

§812

You step into a stable. The chamber is abandoned.

  • To go NORTH turn to §811
  • To go SOUTH turn to §813
  • To go EAST turn to §832
  • To go WEST turn to §784

§813

You come to a barn. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §812

  • To go SOUTH turn to §814

  • To go WEST turn to §785

§814

You come to a wreckage-strewn pen. The area seems abandoned.

  • To go NORTH turn to §813
  • To go SOUTH turn to §815
  • To go WEST turn to §786

§815

You come to a museum. There is a monster here: GIANT SCORPION (STRENGTH: 12, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a bag of exquisite diamonds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §814

  • To go EAST turn to §833

  • To go WEST turn to §787

§816

You come to an antechamber. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative. You find a bag of precious rubies here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §817
  • To go EAST turn to §835
  • To go WEST turn to §793

§817

You step into a wreckage-strewn kitchen with a fetid odour. The room looks empty.

  • To go NORTH turn to §816
  • To go SOUTH turn to §818
  • To go EAST turn to §836
  • To go WEST turn to §794

§818

You step into a shrine cut from pitted granite. You find a box of precious diamonds here.

  • To go NORTH turn to §817
  • To go SOUTH turn to §819
  • To go EAST turn to §837
  • To go WEST turn to §795

§819

You are in a pen. The chamber looks empty.

  • To go NORTH turn to §818
  • To go SOUTH turn to §820
  • To go EAST turn to §838
  • To go WEST turn to §796

§820

You come to a gallery. Moving sluggishly towards you is a bull-like gorgon. Plumes of green smoke billow from its maw. To avoid the attack, you must dive to safety. Test your SKILL. If you succeed, you can go to one of the exits. Otherwise, continue below.

FAILURE:

As you stand frozen with fear, the armoured beast snaps open its jaws and you stumble directly. Your very last moment of experience is choking on the toxic gas as your body rapidly hardens into cold stone. THE END.

SUCCESS: You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §819
  • To go SOUTH turn to §821
  • To go EAST turn to §839
  • To go WEST turn to §797

§821

You enter a crumbling prison. The area is clear.

  • To go NORTH turn to §820
  • To go SOUTH turn to §822
  • To go EAST turn to §840
  • To go WEST turn to §798

§822

You enter a treasury. A draft of cold air spreads across the room. It is empty.

  • To go NORTH turn to §821
  • To go SOUTH turn to §823
  • To go EAST turn to §841
  • To go WEST turn to §799

§823

You are in a wreckage-strewn antechamber. You find a bag of precious diamonds here.

  • To go NORTH turn to §822
  • To go SOUTH turn to §824
  • To go EAST turn to §842
  • To go WEST turn to §800

§824

You come to an abandoned combat pit with a fetid stink. The area feels clear.

  • To go NORTH turn to §823
  • To go SOUTH turn to §825
  • To go EAST turn to §843
  • To go WEST turn to §801

§825

You are in an abandoned arena. The space seems vacant.

  • To go NORTH turn to §824
  • To go SOUTH turn to §826
  • To go EAST turn to §844
  • To go WEST turn to §802

§826

You are in a decaying museum. You find bronze ingots here.

  • To go NORTH turn to §825
  • To go SOUTH turn to §827
  • To go EAST turn to §845
  • To go WEST turn to §803

§827

You step into a decaying tannery. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §826
  • To go EAST turn to §846
  • To go WEST turn to §804

§828

You enter a decaying shrine. There is a monster here: SLIME (STRENGTH: 6, STAMINA: 7). You must FIGHT. The monster gains initiative. You find a chest containing exquisite diamonds here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §829
  • To go WEST turn to §808

§829

You step into a crumbling pantry. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative. You find gold ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §828
  • To go SOUTH turn to §830
  • To go WEST turn to §809

§830

You step into a wreckage-strewn prison. A flow of hot air spreads within the room.

  • To go NORTH turn to §829
  • To go WEST turn to §810

§831

You enter a library. You find a box of exquisite emeralds here.

  • To go SOUTH turn to §832
  • To go WEST turn to §811

§832

You step into a statuary. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). You must FIGHT. You gain initiative. You find bronze ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §831
  • To go WEST turn to §812

§833

You step into a stable. There is something vaguely odd about this place.

  • To go SOUTH turn to §834
  • To go EAST turn to §848
  • To go WEST turn to §815

§834

You step into a crumbling statuary. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a chest containing precious rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §833

  • To go EAST turn to §849

§835

You step into a forge. A stream of cold air expands in the room.

  • To go SOUTH turn to §836
  • To go EAST turn to §854
  • To go WEST turn to §816

§836

You enter a decaying shrine carved out of smooth quartz. You find a chest containing precious rubies here.

  • To go NORTH turn to §835
  • To go SOUTH turn to §837
  • To go EAST turn to §855
  • To go WEST turn to §817

§837

You enter a wrecked closet. A flow of warm air spreads across the chamber. It looks abandoned.

  • To go NORTH turn to §836
  • To go SOUTH turn to §838
  • To go WEST turn to §818

§838

You come to a wreckage-strewn scriptorium. There is something odd about this place. You step cautiously forward until noticing a tripwire. To avoid the trap, you must jump clear in time. Roll against SKILL. If you succeed, you can choose an exit path. Otherwise, continue.

FAILURE:

A poison-coated spear falls from the ceiling and strikes you. Deduct 3 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §837
  • To go SOUTH turn to §839
  • To go WEST turn to §819

§839

You come to a barn. There is a monster here: DIRE BAT (STRENGTH: 7, STAMINA: 7). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §838
  • To go SOUTH turn to §840
  • To go EAST turn to §856
  • To go WEST turn to §820

§840

You are in a scriptorium. You find a box of precious rubies here.

  • To go NORTH turn to §839
  • To go SOUTH turn to §841
  • To go EAST turn to §857
  • To go WEST turn to §821

§841

You enter a stable. A flow of cold air fills the room. It is empty.

  • To go NORTH turn to §840
  • To go SOUTH turn to §842
  • To go EAST turn to §858
  • To go WEST turn to §822

§842

You step into a scriptorium. The chamber seems abandoned.

  • To go NORTH turn to §841
  • To go SOUTH turn to §843
  • To go EAST turn to §859
  • To go WEST turn to §823

§843

You step into a wreckage-strewn laboratory. A draft of stale air spreads through the space. It is clear.

  • To go NORTH turn to §842
  • To go SOUTH turn to §844
  • To go EAST turn to §860
  • To go WEST turn to §824

§844

You come to a cage. There is a monster here: BLOOD WORM (STRENGTH: 10, STAMINA: 12). You must FIGHT. The monster gains initiative. You find a bag of precious emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §843
  • To go SOUTH turn to §845
  • To go EAST turn to §861
  • To go WEST turn to §825

§845

You enter a crumbling pen. The area looks abandoned.

  • To go NORTH turn to §844
  • To go SOUTH turn to §846
  • To go EAST turn to §862
  • To go WEST turn to §826

§846

You come to a tannery. There is a monster here: SKELETON (STRENGTH: 9, STAMINA: 9). You must FIGHT. You gain initiative. You find a box of exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §845
  • To go SOUTH turn to §847
  • To go EAST turn to §863
  • To go WEST turn to §827

§847

You enter a decaying shrine. There is a monster here: SKELETON (STRENGTH: 9, STAMINA: 9). You must FIGHT. You gain initiative. You find a box of exquisite emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §846
  • To go EAST turn to §864

§848

You are in a shrine. You find gold coins here.

  • To go SOUTH turn to §849
  • To go EAST turn to §867
  • To go WEST turn to §833

§849

You are in a hall. A draft of hot air expands inside the room. It looks abandoned.

  • To go NORTH turn to §848
  • To go SOUTH turn to §850
  • To go EAST turn to §868
  • To go WEST turn to §834

§850

You are in a barracks. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). You must FIGHT. You gain initiative. You find bronze coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §849
  • To go SOUTH turn to §851
  • To go EAST turn to §869

§851

You enter a guardroom. A rush of dry air spreads across the area.

  • To go NORTH turn to §850
  • To go SOUTH turn to §852

§852

You enter a decaying shrine. The chamber looks vacant.

  • To go NORTH turn to §851
  • To go SOUTH turn to §853
  • To go EAST turn to §870

§853

You enter a ruined guardroom. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). You must FIGHT. The monster gains initiative. You find a bag of exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §852
  • To go SOUTH turn to §854
  • To go EAST turn to §871

§854

You come to a kitchen with a repellent stink. The chamber feels vacant.

  • To go NORTH turn to §853
  • To go SOUTH turn to §855
  • To go EAST turn to §872
  • To go WEST turn to §835

§855

You come to a barn. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §854
  • To go EAST turn to §873
  • To go WEST turn to §836

§856

You come to a ruined map room. There is a monster here: DISEASED RAT (STRENGTH: 5, STAMINA: 3). You must FIGHT. The monster gains initiative.

  • To go SOUTH turn to §857
  • To go WEST turn to §839

§857

You come to a shrine. A stream of cold air spreads inside the area. It looks clear.

  • To go NORTH turn to §856
  • To go SOUTH turn to §858
  • To go EAST turn to §874
  • To go WEST turn to §840

§858

You enter a wardrobe. A stream of warm air fills the area. It is empty.

  • To go NORTH turn to §857
  • To go SOUTH turn to §859
  • To go EAST turn to §875
  • To go WEST turn to §841

§859

You are in a ruined prison. There is a monster here: DEATH WORM (STRENGTH: 10, STAMINA: 18). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a chest containing precious rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §858

  • To go SOUTH turn to §860

  • To go EAST turn to §876

  • To go WEST turn to §842

§860

You are in a run-down kitchen. A breath of stale air fills the space. It is empty.

  • To go NORTH turn to §859
  • To go SOUTH turn to §861
  • To go EAST turn to §877
  • To go WEST turn to §843

§861

You are in a museum. There is something vaguely odd about this place.

  • To go NORTH turn to §860
  • To go SOUTH turn to §862
  • To go EAST turn to §878
  • To go WEST turn to §844

§862

You are in a ruined shrine carved from pitted shale. There is a monster here: CARNIVOROUS BLOB (STRENGTH: 10, STAMINA: 14). You must FIGHT. You gain initiative. You find a chest containing exquisite emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §861
  • To go SOUTH turn to §863
  • To go EAST turn to §879
  • To go WEST turn to §845

§863

You step into a ruined guardroom. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). You must FIGHT. You gain initiative.

  • To go NORTH turn to §862
  • To go SOUTH turn to §864
  • To go EAST turn to §880
  • To go WEST turn to §846

§864

You are in a crumbling shrine carved from pitted sandstone. There is a monster here: SKELETON (STRENGTH: 9, STAMINA: 9). You must FIGHT. You gain initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §863
  • To go SOUTH turn to §865
  • To go EAST turn to §881
  • To go WEST turn to §847

§865

You enter a ruined scriptorium. A stream of stale air permeates the space.

  • To go NORTH turn to §864
  • To go SOUTH turn to §866
  • To go EAST turn to §882

§866

You step into a shrine. The space looks abandoned.

  • To go NORTH turn to §865
  • To go EAST turn to §883

§867

You are in a shrine. A draft of rancid air spreads in the area. It is clear.

  • To go SOUTH turn to §868
  • To go WEST turn to §848

§868

You are in a wrecked shrine shaped from rough stone. There is a monster here: CARNIVOROUS BLOB (STRENGTH: 10, STAMINA: 14). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature retreats into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §867

  • To go SOUTH turn to §869

  • To go WEST turn to §849

§869

You enter a study. There is a monster here: DIRE BAT (STRENGTH: 7, STAMINA: 7). You must FIGHT. You gain initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §868
  • To go WEST turn to §850

§870

You are in a stable. Stomping ahead of you is a bull-like gorgon. Faint clouds of viridescent smoke puff from its maw. To avoid the attack, you must dive to safety. Roll against SKILL. If you succeed, you can choose one of the exits. Otherwise, continue reading.

FAILURE:

As you pause with fright, the plate-covered beast snaps open its jaws and its putrifying breath washes over you. The last thing you are consciously aware of is choking on the toxic gas as your body freezes into solid stone. THE END.

SUCCESS:

  • To go SOUTH turn to §871
  • To go WEST turn to §852

§871

You enter a forge. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §870

  • To go SOUTH turn to §872

  • To go WEST turn to §853

§872

You are in a decaying bedroom. A blast of hot air fills the room.

  • To go NORTH turn to §871
  • To go SOUTH turn to §873
  • To go EAST turn to §884
  • To go WEST turn to §854

§873

You step into a wreckage-strewn museum. A breath of cold air fills the chamber. It is vacant.

  • To go NORTH turn to §872
  • To go WEST turn to §855

§874

You are in a great hall. A breath of dry air expands in the space.

  • To go SOUTH turn to §875
  • To go WEST turn to §857

§875

You are in a scriptorium. Two miscreants called Vladimir and Estragon are here.

  • To go NORTH turn to §874
  • To go SOUTH turn to §876
  • To go EAST turn to §885
  • To go WEST turn to §858

§876

You step into an abandoned guardroom. The chamber is clear.

  • To go NORTH turn to §875
  • To go SOUTH turn to §877
  • To go EAST turn to §886
  • To go WEST turn to §859

§877

You are in an abandoned guardroom. There is a monster here: SLIME (STRENGTH: 6, STAMINA: 7). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find a box of exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §876

  • To go SOUTH turn to §878

  • To go WEST turn to §860

§878

You come to a wreckage-strewn kitchen. The space feels vacant.

  • To go NORTH turn to §877
  • To go SOUTH turn to §879
  • To go WEST turn to §861

§879

You come to a run-down scriptorium. A stream of cold air spreads within the room.

  • To go NORTH turn to §878
  • To go SOUTH turn to §880
  • To go WEST turn to §862

§880

You come to a museum. The room feels empty.

  • To go NORTH turn to §879
  • To go SOUTH turn to §881
  • To go WEST turn to §863

§881

You come to a run-down shrine. A flow of hot air expands within the space.

  • To go NORTH turn to §880
  • To go SOUTH turn to §882
  • To go WEST turn to §864

§882

You are in a shrine carved out of smooth chalk. The space seems empty.

  • To go NORTH turn to §881
  • To go SOUTH turn to §883
  • To go WEST turn to §865

§883

You enter a run-down barracks. The area seems empty.

  • To go NORTH turn to §882
  • To go WEST turn to §866

§884

You are in a run-down shrine. The chamber feels clear.

  • To go EAST turn to §887
  • To go WEST turn to §872

§885

You step into a prison. Something here feels odd. You contine forward before noticing a tripwire. To dodge the trap, you must dive to safety. This is a test of SKILL. If you succeed, you can choose an exit path. If you fail, continue below.

FAILURE:

A poison-tipped blade snaps out of a hidden compartment and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go SOUTH turn to §886
  • To go EAST turn to §890
  • To go WEST turn to §875

§886

You step into a study. You find a box of exquisite diamonds here.

  • To go NORTH turn to §885
  • To go EAST turn to §891
  • To go WEST turn to §876

§887

You are in a pantry. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). You must FIGHT. You gain initiative.

  • To go SOUTH turn to §888
  • To go EAST turn to §892
  • To go WEST turn to §884

§888

You enter a wrecked scriptorium. A stream of dry air permeates the area.

  • To go NORTH turn to §887
  • To go SOUTH turn to §889
  • To go EAST turn to §893

§889

You come to a wrecked prison. There is a monster here: GIANT SCORPION (STRENGTH: 12, STAMINA: 12). You must FIGHT. You gain initiative.

  • To go NORTH turn to §888
  • To go EAST turn to §894

§890

You enter a shrine hewn out of pitted sandstone. A blast of rancid air expands in the area. It looks empty.

  • To go SOUTH turn to §891
  • To go WEST turn to §885

§891

You enter a closet. A blast of stale air expands within the chamber. It feels empty.

  • To go NORTH turn to §890
  • To go WEST turn to §886

§892

You come to a barn. There is a monster here: SKELETON (STRENGTH: 9, STAMINA: 9). You must FIGHT. The monster gains initiative.

  • To go SOUTH turn to §893
  • To go EAST turn to §895
  • To go WEST turn to §887

§893

You step into a run-down armory. A rush of dry air permeates the area.

  • To go NORTH turn to §892
  • To go SOUTH turn to §894
  • To go EAST turn to §896
  • To go WEST turn to §888

§894

You are in a crumbling tannery with a stinking smell. A blast of stale air expands within the area. It feels empty.

  • To go NORTH turn to §893
  • To go EAST turn to §897
  • To go WEST turn to §889

§895

You step into a library. A stream of dry air expands through the room. It feels empty.

  • To go SOUTH turn to §896
  • To go EAST turn to §901
  • To go WEST turn to §892

§896

You come to a kitchen. There is a monster here: BLOOD WORM (STRENGTH: 10, STAMINA: 12). You must FIGHT. The monster gains initiative. You find a chest containing exquisite emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §895
  • To go SOUTH turn to §897
  • To go EAST turn to §902
  • To go WEST turn to §893

§897

You enter a laboratory. Something here feels not quite right. You contine forward until noticing a pressure plate. To avoid the trap, you must jump clear in time. Test your SKILL. If your roll succeeds, go to one of the exits. Otherwise, continue.

FAILURE:

A poison-tipped spike snaps out of a hidden compartment and strikes you. Take 2 points from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §896
  • To go SOUTH turn to §898
  • To go EAST turn to §903
  • To go WEST turn to §894

§898

You step into a forge. There is a monster here: DIRE BAT (STRENGTH: 7, STAMINA: 7). You must FIGHT. The monster gains initiative. You find a box of exquisite emeralds here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §897
  • To go EAST turn to §904

§899

You step into a tannery. The area feels empty.

  • To go SOUTH turn to §900
  • To go EAST turn to §906

§900

You step into a wardrobe. The space feels empty.

  • To go NORTH turn to §899
  • To go EAST turn to §907

§901

You are in a hall. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §902
  • To go EAST turn to §909
  • To go WEST turn to §895

§902

You enter a map room. A stream of warm air expands across the chamber.

  • To go NORTH turn to §901
  • To go SOUTH turn to §903
  • To go EAST turn to §910
  • To go WEST turn to §896

§903

You come to a crumbling pantry. A flow of rancid air expands across the room.

  • To go NORTH turn to §902
  • To go SOUTH turn to §904
  • To go EAST turn to §911
  • To go WEST turn to §897

§904

You come to an abandoned statuary. The chamber feels abandoned.

  • To go NORTH turn to §903
  • To go WEST turn to §898

§905

You step into a barracks. The area feels clear.

  • To go SOUTH turn to §906
  • To go EAST turn to §912

§906

You step into a kitchen with a putrid odour. The chamber seems empty.

  • To go NORTH turn to §905
  • To go SOUTH turn to §907
  • To go EAST turn to §913
  • To go WEST turn to §899

§907

You are in a decaying stable. There is something odd about this place. You contine forward until suddenly stumbling over a pressure plate. To dodge the trap, you must leap clear in time. Test your SKILL. If your roll succeeds, choose one of the exits. Otherwise, continue reading.

FAILURE:

A poison-tipped spike shoots out of a hidden compartment and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §906
  • To go SOUTH turn to §908
  • To go EAST turn to §914
  • To go WEST turn to §900

§908

You step into an assembly hall. The chamber seems clear.

  • To go NORTH turn to §907
  • To go SOUTH turn to §909
  • To go EAST turn to §915

§909

You enter a run-down hall. The area seems empty.

  • To go NORTH turn to §908
  • To go SOUTH turn to §910
  • To go EAST turn to §916
  • To go WEST turn to §901

§910

You are in a decaying shrine shaped out of smooth quartz. You find a chest containing exquisite emeralds here.

  • To go NORTH turn to §909
  • To go SOUTH turn to §911
  • To go WEST turn to §902

§911

You come to a great hall. There is a monster here: BRISTLE BOAR (STRENGTH: 14, STAMINA: 18). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §910
  • To go WEST turn to §903

§912

You come to a closet. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). You must FIGHT. You gain initiative. You find a chest containing precious rubies here. If you defeat the monster, you can take the treasure.

  • To go SOUTH turn to §913
  • To go WEST turn to §905

§913

You step into a museum. Lumbering ahead of you is a monstrous gorgon. Faint clouds of green smoke billow from its mouth. To dodge the attack, you must leap to safety. Roll against SKILL. If successful, then choose an exit path. Otherwise, keep reading.

FAILURE:

As you pause with shock, the encrusted beast snaps open its jaws and you stumble directly. The final thing you see is choking on the toxic gas as your body rapidly freezes into cold stone. THE END.

SUCCESS:

  • To go NORTH turn to §912
  • To go SOUTH turn to §914
  • To go EAST turn to §917
  • To go WEST turn to §906

§914

You are in a forge. The space looks empty.

  • To go NORTH turn to §913
  • To go SOUTH turn to §915
  • To go EAST turn to §918
  • To go WEST turn to §907

§915

You come to a decaying arena cut out of pitted schist. A blast of warm air permeates the chamber. It seems abandoned.

  • To go NORTH turn to §914
  • To go SOUTH turn to §916
  • To go WEST turn to §908

§916

You step into a shrine shaped from pitted gneiss. A blast of rancid air fills the area. It is clear.

  • To go NORTH turn to §915
  • To go WEST turn to §909

§917

You come to a run-down stable. The area looks clear.

  • To go SOUTH turn to §918
  • To go EAST turn to §920
  • To go WEST turn to §913

§918

You enter a prison. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). You must FIGHT. The monster gains initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §917
  • To go EAST turn to §921
  • To go WEST turn to §914

§919

You are in a museum. A draft of dry air fills the room. It is abandoned.

  • To go SOUTH turn to §920
  • To go EAST turn to §922

§920

You come to a wrecked tannery with a putrid smell. A current of hot air permeates the chamber. It seems abandoned.

  • To go NORTH turn to §919
  • To go SOUTH turn to §921
  • To go EAST turn to §923
  • To go WEST turn to §917

§921

You step into a prison. The room is empty.

  • To go NORTH turn to §920
  • To go WEST turn to §918

§922

You come to a pantry. There is something vaguely odd about this place.

  • To go SOUTH turn to §923
  • To go EAST turn to §928
  • To go WEST turn to §919

§923

You come to a run-down museum. There is a monster here: SKELETON (STRENGTH: 9, STAMINA: 9). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §922

  • To go EAST turn to §929

  • To go WEST turn to §920

§924

You are in a pen. The room seems clear.

  • To go SOUTH turn to §925
  • To go EAST turn to §931

§925

You come to a tannery with a unpleasant smell. There is a monster here: CARNIVOROUS BLOB (STRENGTH: 10, STAMINA: 14). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §924
  • To go SOUTH turn to §926
  • To go EAST turn to §932

§926

You come to a wreckage-strewn laboratory. A blast of warm air permeates the room.

  • To go NORTH turn to §925
  • To go SOUTH turn to §927
  • To go EAST turn to §933

§927

You step into a wreckage-strewn prison. The room feels empty.

  • To go NORTH turn to §926
  • To go EAST turn to §934

§928

You step into a forge. A flow of warm air spreads inside the area.

  • To go SOUTH turn to §929
  • To go EAST turn to §935
  • To go WEST turn to §922

§929

You step into a barn. There is a monster here: DIRE BAT (STRENGTH: 7, STAMINA: 7). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature disappears into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go NORTH turn to §928

  • To go SOUTH turn to §930

  • To go WEST turn to §923

§930

You enter an abandoned museum. A draft of dry air expands inside the space.

  • To go NORTH turn to §929
  • To go SOUTH turn to §931
  • To go EAST turn to §936

§931

You step into a combat pit carved from smooth granite. You find a box of exquisite emeralds here.

  • To go NORTH turn to §930
  • To go SOUTH turn to §932
  • To go WEST turn to §924

§932

You step into a statuary. There is something vaguely odd about this place.

  • To go NORTH turn to §931
  • To go SOUTH turn to §933
  • To go EAST turn to §937
  • To go WEST turn to §925

§933

You come to a great hall. A breath of stale air expands inside the chamber.

  • To go NORTH turn to §932
  • To go SOUTH turn to §934
  • To go EAST turn to §938
  • To go WEST turn to §926

§934

You come to a crumbling shrine. There is a monster here: SKELETON (STRENGTH: 9, STAMINA: 9). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §933
  • To go EAST turn to §939
  • To go WEST turn to §927

§935

You enter a statuary. There is a monster here: MURDER CROW (STRENGTH: 8, STAMINA: 8). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature scuttles off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go EAST turn to §940

  • To go WEST turn to §928

§936

You enter a guardroom. Two wretches named Vladimir and Estragon are here.

  • To go EAST turn to §941
  • To go WEST turn to §930

§937

You step into a crumbling barracks. There is a monster here: SKELETON (STRENGTH: 9, STAMINA: 9). You must FIGHT. The monster gains initiative.

  • To go SOUTH turn to §938
  • To go WEST turn to §932

§938

You step into an abandoned statuary. There is a monster here: SHOGGOTH (STRENGTH: 12, STAMINA: 20). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §937

  • To go SOUTH turn to §939

  • To go WEST turn to §933

§939

You step into a tannery. A stream of cold air spreads across the room. It seems empty.

  • To go NORTH turn to §938
  • To go EAST turn to §943
  • To go WEST turn to §934

§940

You enter a crumbling cage. A current of hot air spreads inside the space.

  • To go EAST turn to §945
  • To go WEST turn to §935

§941

You come to a wardrobe. The space seems clear.

  • To go SOUTH turn to §942
  • To go WEST turn to §936

§942

You come to an arena cut from pitted granite. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go NORTH turn to §941

  • To go EAST turn to §946

§943

You come to a tannery with a stinking odour. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature retreats into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go SOUTH turn to §944

  • To go EAST turn to §949

  • To go WEST turn to §939

§944

You step into a ruined barn. A stream of cold air permeates the chamber. It seems abandoned.

  • To go NORTH turn to §943
  • To go EAST turn to §950

§945

You are in a treasury. A current of warm air expands through the chamber.

  • To go EAST turn to §951
  • To go WEST turn to §940

§946

You enter a barn. Something here feels odd. You contine forward before noticing a pressure plate. To dodge the trap, you must jump to safety. This is a test of SKILL. If you succeed, you can choose an exit path. If you fail, continue.

FAILURE:

A poison-tipped spike falls from the ceiling and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go SOUTH turn to §947
  • To go EAST turn to §954
  • To go WEST turn to §942

§947

You step into a bedroom. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). You must FIGHT. The monster gains initiative. You find silver coins here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §946
  • To go SOUTH turn to §948
  • To go EAST turn to §955

§948

You step into a decaying barn. A breath of rancid air permeates the room. It seems empty.

  • To go NORTH turn to §947
  • To go SOUTH turn to §949
  • To go EAST turn to §956

§949

You enter a run-down scriptorium. A blast of cold air fills the space.

  • To go NORTH turn to §948
  • To go SOUTH turn to §950
  • To go EAST turn to §957
  • To go WEST turn to §943

§950

You step into a forge. There is a monster here: BLOOD WORM (STRENGTH: 10, STAMINA: 12). You must FIGHT. You gain initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §949
  • To go EAST turn to §958
  • To go WEST turn to §944

§951

You enter a workshop with a unpleasant stench. There is a monster here: DIRE BAT (STRENGTH: 7, STAMINA: 7). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go SOUTH turn to §952

  • To go WEST turn to §945

§952

You step into a map room. A blast of rancid air spreads through the chamber.

  • To go NORTH turn to §951
  • To go SOUTH turn to §953

§953

You step into a ruined pen. A rush of hot air fills the room. It is clear.

  • To go NORTH turn to §952
  • To go SOUTH turn to §954

§954

You step into a crumbling arena cut out of pitted shale. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). You must FIGHT. You gain initiative.

  • To go NORTH turn to §953
  • To go SOUTH turn to §955
  • To go EAST turn to §959
  • To go WEST turn to §946

§955

You are in a museum. A draft of warm air spreads in the area. It feels clear.

  • To go NORTH turn to §954
  • To go SOUTH turn to §956
  • To go EAST turn to §960
  • To go WEST turn to §947

§956

You come to a wrecked bedroom. A stream of cold air fills the space.

  • To go NORTH turn to §955
  • To go SOUTH turn to §957
  • To go WEST turn to §948

§957

You step into a statuary. A current of cold air expands across the space. It feels abandoned.

  • To go NORTH turn to §956
  • To go SOUTH turn to §958
  • To go EAST turn to §961
  • To go WEST turn to §949

§958

You step into a barn. A blast of hot air spreads across the area. It is clear.

  • To go NORTH turn to §957
  • To go EAST turn to §962
  • To go WEST turn to §950

§959

You enter a wreckage-strewn shrine hewn out of smooth crystal. The chamber seems empty.

  • To go SOUTH turn to §960
  • To go EAST turn to §966
  • To go WEST turn to §954

§960

You enter a barracks. A blast of hot air spreads in the room. It seems vacant.

  • To go NORTH turn to §959
  • To go EAST turn to §967
  • To go WEST turn to §955

§961

You step into a decaying combat pit cut out of smooth shale. A breath of hot air expands within the space. It feels clear.

  • To go SOUTH turn to §962
  • To go EAST turn to §968
  • To go WEST turn to §957

§962

You enter a crumbling statuary. A rush of rancid air expands through the room. It seems empty.

  • To go NORTH turn to §961
  • To go SOUTH turn to §963
  • To go EAST turn to §969
  • To go WEST turn to §958

§963

You are in a run-down closet. The space is clear.

  • To go NORTH turn to §962
  • To go SOUTH turn to §964
  • To go EAST turn to §970

§964

You enter a wrecked combat pit. A breath of cold air spreads in the area. It seems vacant.

  • To go NORTH turn to §963
  • To go SOUTH turn to §965
  • To go EAST turn to §971

§965

You enter a shrine. A draft of hot air fills the chamber. It feels empty.

  • To go NORTH turn to §964
  • To go EAST turn to §972

§966

You are in a gallery. There is a monster here: BLOOD WORM (STRENGTH: 10, STAMINA: 12). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature runs off into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go SOUTH turn to §967

  • To go WEST turn to §959

§967

You enter a run-down shrine. There is a monster here: CAVE TROLL (STRENGTH: 14, STAMINA: 20). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature scuttles away into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative. You find silver ingots here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §966

  • To go WEST turn to §960

§968

You come to a wreckage-strewn map room. A blast of hot air fills the space.

  • To go SOUTH turn to §969
  • To go WEST turn to §961

§969

You come to a wreckage-strewn cage. There is a monster here: GIANT SPIDER (STRENGTH: 12, STAMINA: 12). You must FIGHT. The monster gains initiative. You find a chest containing exquisite rubies here. If you defeat the monster, you can take the treasure.

  • To go NORTH turn to §968
  • To go SOUTH turn to §970
  • To go EAST turn to §974
  • To go WEST turn to §962

§970

You are in a forge. The room looks clear.

  • To go NORTH turn to §969
  • To go SOUTH turn to §971
  • To go EAST turn to §975
  • To go WEST turn to §963

§971

You step into a study. The chamber seems abandoned.

  • To go NORTH turn to §970
  • To go SOUTH turn to §972
  • To go EAST turn to §976
  • To go WEST turn to §964

§972

You step into a crumbling cage. A blast of warm air spreads inside the chamber.

  • To go NORTH turn to §971
  • To go WEST turn to §965

§973

This is the entrance to the dungeon. As you walk into the gloomy cave, the door slams closed behind you.

  • To go EAST turn to §977

§974

You come to a decaying library. The space seems empty.

  • To go SOUTH turn to §975
  • To go EAST turn to §979
  • To go WEST turn to §969

§975

You step into a combat pit with a stinking stench. The space looks abandoned.

  • To go NORTH turn to §974
  • To go SOUTH turn to §976
  • To go EAST turn to §980
  • To go WEST turn to §970

§976

You are in a laboratory. The space seems clear.

  • To go NORTH turn to §975
  • To go WEST turn to §971

§977

You come to a kitchen scattered with shards of pottery. A draft of warm air fills the room. It looks abandoned.

  • To go SOUTH turn to §978
  • To go WEST turn to §973

§978

You come to a pantry. There is something strange about this place. You contine forward before noticing a pressure plate. To avoid the trap, you must jump to safety. Roll against SKILL. If you succeed, you can exit safely. Otherwise, continue below.

FAILURE:

A poison-tipped saw blade drops down from the ceiling and strikes you. Roll 1D6 and deduct the result from your STAMINA. If your STAMINA reaches 0 or lower, this is THE END.

SUCCESS:

  • To go NORTH turn to §977
  • To go EAST turn to §981

§979

You step into a decaying bedroom. A rush of warm air permeates the chamber.

  • To go SOUTH turn to §980
  • To go WEST turn to §974

§980

You step into a crumbling armory. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. The monster gains initiative.

  • To go NORTH turn to §979
  • To go EAST turn to §984
  • To go WEST turn to §975

§981

You step into a shrine. The space seems vacant.

  • To go SOUTH turn to §982
  • To go EAST turn to §985
  • To go WEST turn to §978

§982

You come to a cage. A draft of rancid air spreads in the space. It looks abandoned.

  • To go NORTH turn to §981
  • To go SOUTH turn to §983
  • To go EAST turn to §986

§983

You are in a treasury. The space looks clear.

  • To go NORTH turn to §982
  • To go EAST turn to §987

§984

You come to an antechamber. A breath of stale air spreads inside the space. It looks abandoned.

  • To go EAST turn to §989
  • To go WEST turn to §980

§985

You enter a kitchen scattered with shards of pottery. There is a monster here: GHOUL (STRENGTH: 10, STAMINA: 12). The creature is asleep. Make a successful attack roll to sneak past without it noticing you.

  • If you startle and wake the creature, you must FIGHT.

  • If you sneak past unnoticed, you may continue to the exits.

  • To go SOUTH turn to §986

  • To go EAST turn to §990

  • To go WEST turn to §981

§986

You step into a decaying combat pit hewn from pitted shale. A flow of dry air fills the room. It is abandoned.

  • To go NORTH turn to §985
  • To go SOUTH turn to §987
  • To go EAST turn to §991
  • To go WEST turn to §982

§987

You are in a bedroom. You find gold coins here.

  • To go NORTH turn to §986
  • To go EAST turn to §992
  • To go WEST turn to §983

§988

You step into a cage. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). You must FIGHT. You gain initiative.

  • To go SOUTH turn to §989
  • To go EAST turn to §994

§989

You enter a ruined museum. A rush of cold air spreads inside the room.

  • To go NORTH turn to §988
  • To go WEST turn to §984

§990

You step into a crumbling stable. There is a monster here: PIT VIPER (STRENGTH: 8, STAMINA: 6). It seems afraid of you. Make a successful attack roll to scare it off.

  • If you succeed, the creature scuttles away into the shadows. You may continue to the exits.

  • If you fail, you must FIGHT. You gain initiative.

  • To go SOUTH turn to §991

  • To go WEST turn to §985

§991

You come to a crumbling tannery. A current of cold air permeates the chamber.

  • To go NORTH turn to §990
  • To go SOUTH turn to §992
  • To go WEST turn to §986

§992

You enter a decaying pen. The space is abandoned.

  • To go NORTH turn to §991
  • To go EAST turn to §995
  • To go WEST turn to §987

§993

You are in a crumbling kitchen. The chamber looks clear.

  • To go SOUTH turn to §994
  • To go EAST turn to §998

§994

You enter a wrecked museum. A stream of dry air permeates the space. It seems vacant.

  • To go NORTH turn to §993
  • To go WEST turn to §988

§995

You are in an abandoned library. A flow of cold air fills the space. It feels abandoned.

  • To go SOUTH turn to §996
  • To go WEST turn to §992

§996

You step into an abandoned arena cut from smooth chalk. You find a box of exquisite rubies here.

  • To go NORTH turn to §995
  • To go SOUTH turn to §997
  • To go EAST turn to §999

§997

You enter a decaying wardrobe. A stream of dry air expands across the room. It looks abandoned.

  • To go NORTH turn to §996
  • To go SOUTH turn to §998
  • To go EAST turn to §1000

§998

You step into a wrecked study. A stream of dry air permeates the chamber. It seems empty.

  • To go NORTH turn to §997
  • To go WEST turn to §993

§999

You step into a shrine. A flow of warm air spreads through the area.

  • To go SOUTH turn to §1000
  • To go WEST turn to §996

§1000

You enter a workshop. The space is vacant.

  • To go NORTH turn to §999
  • To go WEST turn to §997